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- #version 400 core
- in vec3 position;
- in vec2 textureCoords;
- out vec2 pass_textureCoords;
- uniform mat4 transformationMatrix;
- uniform mat4 projectionMatrix;
- uniform mat4 viewMatrix;
- void main(void){
- gl_Position = projectionMatrix * viewMatrix * transformationMatrix * vec4(position,1.0);
- pass_textureCoords = textureCoords;
- }
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