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

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636 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 modelRotation = mat4(1.0);
uniform mat4 modelPosition = mat4(1.0);
uniform mat4 model = mat4(1.0);
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uniform mat4 camPos = mat4(1.0);
uniform mat4 camRot = mat4(1.0);
uniform mat4 camProjection = mat4(1.0);
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void main() {
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// projection { view } { model }
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gl_Position = camProjection * (camRot * camPos) * (modelRotation * modelPosition * model) * vec4(aPos, 1.0);
VertexColor = vec4(aColor, 1.0);
TexCoord = aTexCoord;
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}