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- #version 430 core
- layout(location = 0) in vec3 shape;
- layout(location = 1) in vec3 normal;
- layout(location = 2) in vec2 uv;
- uniform mat4 u_viewProjection;
- out vec2 v_uv;
- out flat int v_id;
- out flat vec3 v_normal;
- void main()
- {
- gl_Position = u_viewProjection * vec4(shape,1);
- v_uv = uv;
- v_id = gl_VertexID;
- v_normal = normal;
- }
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