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- #version 150 core
- // Input vertex data, different for all executions of this shader.
- layout(location = 0) in vec3 vertexPosition_modelspace;
- layout(location = 1) in vec2 vertexUV;
- // Output data ; will be interpolated for each fragment.
- out vec2 UV;
- // Values that stay constant for the whole mesh.
- uniform mat4 VP;
- uniform mat4 Model;
- void main(){
- // Output position of the vertex, in clip space : MVP * position
- gl_Position = VP * Model * vec4(vertexPosition_modelspace,1);
- // UV of the vertex. No special space for this one.
- UV = vertexUV;
- }
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