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#version 100 |
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// Input vertex attributes |
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attribute vec3 vertexPosition; |
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attribute vec2 vertexTexCoord; |
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attribute vec2 vertexTexCoord2; |
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attribute vec4 vertexColor; |
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// Input uniform values |
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uniform mat4 mvp; |
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uniform mat4 matModel; |
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// Output vertex attributes (to fragment shader) |
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varying vec3 fragPosition; |
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varying vec2 fragTexCoord; |
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varying vec2 fragTexCoord2; |
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varying vec4 fragColor; |
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// NOTE: Add here your custom variables |
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void main() |
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{ |
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// Send vertex attributes to fragment shader |
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); |
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fragTexCoord = vertexTexCoord; |
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fragTexCoord2 = vertexTexCoord2; |
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fragColor = vertexColor; |
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// Calculate final vertex position |
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gl_Position = mvp*vec4(vertexPosition, 1.0); |
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} |