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Cleanly separate rendering and event handling
[mandelwow.git]
/
shaders
/
solid.vert
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#version 300 es
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precision lowp float;
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in vec3 position;
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uniform mat4 perspective;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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mat4 modelview = view * model;
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gl_Position = perspective * modelview * vec4(position, 1.0);
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}