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#version 330 core
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
layout (location = 12) in mat4 instance;
// Input uniform values
uniform mat4 mvp;
uniform mat4 projection;
uniform mat4 view;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
mat4 mvpi = mvp * instance;
gl_Position = mvpi * vec4(vertexPosition, 1.0);
}
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