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- #version 330
- layout (location = 0) in vec3 position;
- layout (location = 1) in vec2 texCoord;
- layout (location = 2) in vec3 normal;
- layout (location = 3) in vec3 colors;
- out vec2 texCoord0;
- out vec3 normal0;
- out vec3 worldPos0;
- out vec3 colors0;
- uniform mat4 transform;
- uniform mat4 transformPerspective;
- void main()
- {
- gl_Position = transformPerspective * vec4(position, 1.0);
- colors0 = colors;
- texCoord0 = texCoord;
- normal0 = (transform * vec4(normal, 0.0)).xyz;
- worldPos0 = (transform * vec4(position, 1.0)).xyz;
- }
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