generated from Persson-dev/OpenGLComputeShader
11 lines
241 B
GLSL
11 lines
241 B
GLSL
#version 460 core
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layout(location = 0) uniform mat4 viewMatrix;
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layout(location = 1) uniform mat4 projectionMatrix;
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layout(location = 0) in vec3 position;
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void main()
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{
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gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
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} |