base.vs 346 B

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  1. #version 330
  2. in vec3 vertexPosition;
  3. in vec2 vertexTexCoord;
  4. in vec3 vertexNormal;
  5. out vec2 fragTexCoord;
  6. uniform mat4 projectionMatrix;
  7. uniform mat4 modelviewMatrix;
  8. // NOTE: Add here your custom variables
  9. void main()
  10. {
  11. fragTexCoord = vertexTexCoord;
  12. gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
  13. }