Techneck/vertex_shader.glsl

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#version 420 core
layout(location=0) in vec3 pos;
layout(location=1) in vec2 uv;
out vec2 uv_coords;
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uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
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void main() {
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gl_Position = projection_matrix * view_matrix * model_matrix * vec4(pos, 1.0);
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uv_coords = uv;
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}
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