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22 lines
558 B
22 lines
558 B
6 months ago
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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec3 a_normal;
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layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 3) in float a_textureIndex;
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out vec3 v_normal;
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out vec2 v_textureCoordinates;
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out flat float v_textureIndex;
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uniform mat4 u_projectionView;
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void main()
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{
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v_normal = a_normal;
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v_textureCoordinates = a_textureCoordinates;
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v_textureIndex = a_textureIndex;
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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gl_Position = u_projectionView * vec4(a_position, 1.0f);
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}
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