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Co-authored-by: Ian Bassi <12130714+ianalexis@users.noreply.github.com> Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
17 lines
412 B
GLSL
17 lines
412 B
GLSL
#version 110
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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attribute vec3 v_position;
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// The plate mask quad is authored directly in world coordinates (z = 0 plane),
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// so v_position is already the world position of the fragment.
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varying vec4 world_pos;
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void main()
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{
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world_pos = vec4(v_position, 1.0);
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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}
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