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res/shaders/TransformVertexShader.vertexshader
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20
res/shaders/TransformVertexShader.vertexshader
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#version 330 core
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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// Output data; will be interpolated for each fragment.
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out vec2 UV;
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// Values that stay constant for the whole mesh.
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uniform mat4 MVP;
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void main() {
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// Output position of the vertex, in clip space: MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
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// UV of the vertex. No special space for this one.
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UV = vertexUV;
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}
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