20 lines
378 B
GLSL
20 lines
378 B
GLSL
#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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