13 lines
241 B
GLSL
13 lines
241 B
GLSL
#version 300 es
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in vec3 position;
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out vec3 v_world_position;
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uniform mat4 projection_matrix;
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uniform mat4 view_matrix;
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void main() {
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v_world_position = position;
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gl_Position = projection_matrix * view_matrix * vec4(position, 1.0);
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}
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