7.3.camera.vs 302 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 model;
  6. uniform mat4 view;
  7. uniform mat4 projection;
  8. void main()
  9. {
  10. gl_Position = projection * view * model * vec4(aPos, 1.0f);
  11. TexCoord = vec2(aTexCoord.x, aTexCoord.y);
  12. }