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- #version 330 core
- layout(location=0) in vec3 position;
- uniform mat4 CtC; //camera to clip
- uniform mat4 WtC; //world to camera
- uniform mat4 OtW; //object to world
- void main()
- {
- vec4 temp = OtW * vec4(position,1);
- temp = WtC * temp;
- gl_Position = CtC * temp;
- //gl_Position = CtC * WtC * OtW * vec4(position,1);
- //gl_Position = OtW * vec4(position,1);
- //gl_Position = vec4(position,1);
- }
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