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- #version 330
- //vertex position
- layout (location = 0) in vec3 a_position;
- //attribute texture coordinates for our current pixel.
- layout (location = 1) in vec2 a_uv;
- //interpolated texture coordinates for current pixel
- out vec2 uv;
- //transformation matrix for vector position
- uniform mat4 u_transformation;
- void main()
- {
- uv = a_uv;
- gl_Position = u_transformation * vec4(a_position, 1.0);
- }
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