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  1. #version 330
  2. // Input vertex attributes
  3. in vec3 vertexPosition;
  4. in vec2 vertexTexCoord;
  5. // Output vertex attributes (to fragment shader)
  6. out vec2 fragTexCoord;
  7. void main()
  8. {
  9. // Calculate fragment position based on model transformations
  10. fragTexCoord = vertexTexCoord;
  11. // Calculate final vertex position
  12. gl_Position = vec4(vertexPosition, 1.0);
  13. }