simple.vert 237 B

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  1. #version 330 core
  2. layout (location = 0) in vec3 a_pos;
  3. layout (location = 1) in vec2 a_uvs;
  4. out vec2 uvs;
  5. uniform mat4 projection;
  6. uniform mat4 model;
  7. void main() {
  8. uvs = a_uvs;
  9. gl_Position = projection * model * vec4(a_pos, 1.0);
  10. }