2023-11-21 02:52:15 +02:00
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 texCoords;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * vec4(aPos, 1.0f);
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texCoords = aTexCoords;
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}
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