2018-06-15 13:48:45 +00:00
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#version 460 core
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layout(location = 0) in vec3 vPosition;
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layout(location = 1) in vec3 vNormal;
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layout(location = 2) in vec2 vTextureCoordinates;
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layout(location = 3) in vec3 vColor;
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layout(location = 0) uniform mat4 modelTransform;
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layout(location = 1) uniform mat4 viewTransform;
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layout(location = 2) uniform mat4 projectionTransform;
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out vec3 fNormal;
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out vec2 fTextureCoordinates;
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out vec3 fColor;
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void main() {
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gl_Position = projectionTransform * viewTransform * modelTransform * vec4(vPosition, 1.0f);
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fNormal = vNormal;
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fTextureCoordinates = vTextureCoordinates;
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fColor = vColor;
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}
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