16 lines
360 B
Plaintext
16 lines
360 B
Plaintext
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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void main()
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{
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vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
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gl_Position = ProjectionMatrix * realVertexPos;
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texCoord = vTexCoord.st;
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}
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