Lightweight OpenGL 3D Renderer
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Euclid/shaders/vertex.glsl

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411 B

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
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out vec4 VertexColor;
out vec2 TexCoord;
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uniform mat4 model = mat4(1.0);
uniform mat4 view = mat4(1.0);
uniform mat4 projection = mat4(1.0);
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void main() {
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gl_Position = projection * view * model * vec4(aPos, 1.0);
VertexColor = vec4(aColor, 1.0);
TexCoord = aTexCoord;
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}