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

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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;
out vec4 VertexColor;
out vec2 TexCoord;
uniform mat4 transform = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
void main() {
gl_Position = transform * vec4(aPos, 1.0);
VertexColor = vec4(aColor, 1.0);
TexCoord = aTexCoord;
}