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a guest Jul 19th, 2019 47 Never
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  1. Vec_screen = Mat_projection x Mat_view x Mat_model x Vec_local
  2.      
  3. #version 330 core
  4. layout (location = 0) in vec3 aPos;
  5. ...
  6. uniform mat4 model;
  7. uniform mat4 view;
  8. uniform mat4 projection;
  9.  
  10. void main()
  11. {
  12.     // note that we read the multiplication from right to left
  13.     gl_Position = projection * view * model * vec4(aPos, 1.0);
  14.     ...
  15. }
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