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10 lines
198 B
GLSL
10 lines
198 B
GLSL
#version 460
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layout (location = 0) in vec3 vertices_pos;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
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} |