16 lines
255 B
GLSL
16 lines
255 B
GLSL
#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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out vec3 vNormal;
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out vec3 vWorldPos;
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uniform mat4 uMVP;
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void main() {
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vNormal = aNormal;
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vWorldPos = aPos;
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gl_Position = uMVP * vec4(aPos, 1.0);
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}
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