11 lines
231 B
GLSL
11 lines
231 B
GLSL
#version 400 core
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layout(location = 0) in vec3 position;
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uniform mat4 transformationMatrix;
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uniform mat4 viewProjectionMatrix;
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void main() {
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gl_Position = viewProjectionMatrix * transformationMatrix * vec4(position, 1.0);
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}
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