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Feb 11th, 2016
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  1. #version 400 core
  2.  
  3. in vec3 position;
  4. in vec2 textureCoords;
  5.  
  6. out vec2 pass_textureCoords;
  7.  
  8. uniform mat4 transformationMatrix;
  9. uniform mat4 projectionMatrix;
  10. uniform mat4 viewMatrix;
  11.  
  12. void main(void){
  13.  
  14.     gl_Position = projectionMatrix * viewMatrix * transformationMatrix * vec4(position,1.0);
  15.     pass_textureCoords = textureCoords;
  16. }
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