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14 lines
401 B
GLSL
14 lines
401 B
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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void main() {
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vTexcoord = in_TextureCoord;
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}
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