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OrcaSlicer/resources/shaders/110/printbed_shadow.vs
T
2026-07-12 21:44:30 -03:00

17 lines
412 B
GLSL

#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
// The plate mask quad is authored directly in world coordinates (z = 0 plane),
// so v_position is already the world position of the fragment.
varying vec4 world_pos;
void main()
{
world_pos = vec4(v_position, 1.0);
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}