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- #version 450 core
-
- layout (location = 0) in vec3 position;
-
- layout (std140, binding = 0) uniform Camera {
- mat4 projection;
- mat4 view;
- } camera;
-
- layout (location = 1) uniform mat4 model;
-
- out FragmentData {
- vec3 color;
- } data;
-
- void main() {
- data.color = vec3((position.xy + vec2(1.0)) / 2.0, 0.0);
- gl_Position = camera.projection * camera.view * model * vec4(position, 1.0);
- }
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