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blender-archive/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl

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uniform mat4 ModelViewProjectionMatrix;
#if __VERSION__ == 120
attribute vec2 texCoord;
attribute vec3 pos;
varying vec2 texCoord_interp;
#else
in vec2 texCoord;
in vec3 pos;
out vec2 texCoord_interp;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
texCoord_interp = texCoord;
}