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31 lines
714 B
GLSL
31 lines
714 B
GLSL
# version 330 core
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec4 inNormal;
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layout(location = 3) in vec3 inUV;
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layout(location = 4) in float inTextureID;
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out vec3 outPosition;
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out vec3 outColor;
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out vec4 outNormal;
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out vec3 outUV;
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out float outTextureID;
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out float outHasTexture;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform int hasTexture;
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void main() {
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// projection * view * model * position
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outPosition = inPosition;
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outColor = inColor;
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outNormal= inNormal;
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outUV = inUV;
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outTextureID = inTextureID;
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outHasTexture = hasTexture;
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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} |