23 lines
No EOL
508 B
GLSL
23 lines
No EOL
508 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec4 aColorFar;
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layout (location = 3) in vec2 aTexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 FragPos;
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out vec4 Color;
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out vec4 FarColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0) * model * view * projection;
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FragPos = vec3(vec4(aPos, 1.0) * model);
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Color = aColor;
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FarColor = aColorFar;
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TexCoord = aTexCoord;
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} |