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Apr 10th, 2019
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  1. #version 330
  2.  
  3. uniform mat4 matrixProjection;
  4. uniform mat4 matrixModelView;
  5.  
  6. layout (location = 0) in vec3 aVertex;
  7. layout (location = 3) in vec2 aTexCoord;
  8.  
  9. out vec2 texCoord0;
  10.  
  11. void main(void)
  12. {
  13. // calculate position
  14. vec4 position = matrixModelView * vec4(aVertex, 1.0);
  15. gl_Position = matrixProjection * position;
  16.  
  17. // calculate texture coordinate
  18. texCoord0 = aTexCoord;
  19. }
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