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- #version 330
- uniform mat4 matrixProjection;
- uniform mat4 matrixModelView;
- layout (location = 0) in vec3 aVertex;
- layout (location = 3) in vec2 aTexCoord;
- out vec2 texCoord0;
- void main(void)
- {
- // calculate position
- vec4 position = matrixModelView * vec4(aVertex, 1.0);
- gl_Position = matrixProjection * position;
- // calculate texture coordinate
- texCoord0 = aTexCoord;
- }
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