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18
shaders/panel.vert
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18
shaders/panel.vert
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#version 330 core
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// 顶点输入(来自 VBO)
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layout(location=0) in vec3 aPos; // 顶点位置(当前我们直接当作“世界坐标”来用)
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layout(location=1) in vec3 aN; // 法线(当前没用到,先保留)
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// uMVP = Projection * View * Model
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// 把顶点从“世界坐标”变换到“裁剪空间(clip space)”,OpenGL 用 gl_Position 来完成屏幕投影
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out vec3 vWorldPos;
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out vec3 vWorldNormal;
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uniform mat4 uMVP;
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void main() {
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// Model is identity in this project; treat vertex data as world space.
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vWorldPos = aPos;
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vWorldNormal = aN;
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gl_Position = uMVP * vec4(aPos, 1.0);
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}
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