5.1.transform.vs 245 B

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  1. #version 330 core
  2. layout (location = 0) in vec3 aPos;
  3. layout (location = 1) in vec2 aTexCoord;
  4. out vec2 TexCoord;
  5. uniform mat4 transform;
  6. void main()
  7. {
  8. gl_Position = transform * vec4(aPos, 1.0);
  9. TexCoord = vec2(aTexCoord.x, aTexCoord.y);
  10. }