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* add example for deferred rendering/shading * adapt convention --------- Co-authored-by: 27justin <me@justin.cx>
12 lines
224 B
GLSL
12 lines
224 B
GLSL
#version 330 core
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layout (location = 0) in vec3 vertexPosition;
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layout (location = 1) in vec2 vertexTexCoord;
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out vec2 texCoord;
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void main() {
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gl_Position = vec4(vertexPosition, 1.0);
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texCoord = vertexTexCoord;
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}
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