12 lines
246 B
GLSL
12 lines
246 B
GLSL
#version 450
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// World to view projection matrix to correctly position the vertex on screen
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uniform mat4 WVP;
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// Position and normal vector in local space for the current vertex
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in vec3 pos;
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void main() {
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gl_Position = WVP * vec4(pos, 1.0);
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}
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