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- #version 430 core
- layout(location = 0) in vec3 in_position;
- layout(location = 1) in vec3 in_normals;
- layout(location = 2) in vec2 in_uvs;
- uniform mat4 u_viewProjection;
- uniform ivec3 u_cameraPositionInt;
- uniform vec3 u_cameraPositionFloat;
- uniform ivec3 u_entityPositionInt;
- uniform vec3 u_entityPositionFloat;
- void main()
- {
- ivec3 intPosition = u_entityPositionInt - u_cameraPositionInt;
- vec3 floatPosition = intPosition - u_cameraPositionFloat;
-
- vec4 pos = vec4(floatPosition.xyz,1);
- pos.xyz += in_vertexData;
- pos = u_viewProjection * pos;
- gl_Position = pos;
- }
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