15 lines
200 B
GLSL
15 lines
200 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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in vec2 u; /* active uv map */
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in vec3 pos;
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out vec2 uv_interp;
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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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uv_interp = u;
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}
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