10 lines
		
	
	
		
			131 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			10 lines
		
	
	
		
			131 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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void main()
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{
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	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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