2023-09-08 01:11:35 +02:00
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#version 330 core
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uniform mat4 transform;
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vec3 gridPlane[6] = vec3[](
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vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
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);
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void main() {
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vec3 p = gridPlane[gl_VertexID].xyz;
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gl_Position = vec4(p, 1.0f);
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}
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