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- #version 400 core
- in vec3 position;
- in vec2 texCoord;
- out vec2 pass_texCoords;
- uniform mat4 orthoMatrix;
- uniform mat4 modelMatrix;
- void main(void) {
- pass_texCoords = texCoord;
- gl_Position = orthoMatrix * (modelMatrix * vec4(position,1.0));
- }
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