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11 lines
241 B
11 lines
241 B
14 years ago
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec2 inTexCoord;
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attribute vec3 inPosition;
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varying vec2 texCoord;
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void main(){
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0);
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texCoord=inTexCoord;
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}
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