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14 lines
350 B
14 lines
350 B
#version 330 |
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// Input vertex data, different for all executions of this shader. |
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layout(location = 0) in vec3 vertexPosition_modelspace; |
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// Output data ; will be interpolated for each fragment. |
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out vec2 fragCoord; |
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void main() |
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{ |
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gl_Position = vec4(vertexPosition_modelspace,1); |
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fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; |
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}
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