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- Vec_screen = Mat_projection x Mat_view x Mat_model x Vec_local
- #version 330 core
- layout (location = 0) in vec3 aPos;
- ...
- uniform mat4 model;
- uniform mat4 view;
- uniform mat4 projection;
- void main()
- {
- // note that we read the multiplication from right to left
- gl_Position = projection * view * model * vec4(aPos, 1.0);
- ...
- }
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