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- #version 330
- in vec3 vertexPosition;
- in vec2 vertexTexCoord;
- in vec3 vertexNormal;
- out vec2 fragTexCoord;
- uniform mat4 projectionMatrix;
- uniform mat4 modelviewMatrix;
- // NOTE: Add here your custom variables
- void main()
- {
- fragTexCoord = vertexTexCoord;
-
- gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
- }
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