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15
src/shader/vs_default.glsl
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src/shader/vs_default.glsl
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#version 410 core
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layout (location = 0) in vec3 iposition;
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layout (location = 1) in vec3 inormal;
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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 normal;
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out vec3 position;
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void main()
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{
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// Note that we read the multiplication from right to left
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gl_Position = projection * view * model * vec4(iposition, 1.0f);
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normal = inormal;
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position = iposition;
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}
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