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Aug 29th, 2016
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  1. #version 330
  2. layout(location = 0) in vec3 vertexPos;
  3.  
  4. uniform mat4 matTotal;
  5. uniform mat4 matModel;
  6.  
  7. const int MAX_BONES = 100;
  8. uniform mat4 gBones[MAX_BONES];
  9.  
  10. out vec4 WorldPos;
  11.  
  12. void main () {
  13. WorldPos = matModel * vec4(vertexPos, 1.0);
  14. gl_Position = matTotal * WorldPos;
  15. ...
  16. }
  17.  
  18. #version 330
  19.  
  20. in vec4 WorldPos;
  21.  
  22. layout(location = 0) out vec4 position;
  23.  
  24. ...
  25.  
  26. void main() {
  27. position = WorldPos;
  28. ...
  29. }
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