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- #version 330
- layout(location = 0) in vec3 vertexPos;
- uniform mat4 matTotal;
- uniform mat4 matModel;
- const int MAX_BONES = 100;
- uniform mat4 gBones[MAX_BONES];
- out vec4 WorldPos;
- void main () {
- WorldPos = matModel * vec4(vertexPos, 1.0);
- gl_Position = matTotal * WorldPos;
- ...
- }
- #version 330
- in vec4 WorldPos;
- layout(location = 0) out vec4 position;
- ...
- void main() {
- position = WorldPos;
- ...
- }
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