WIP
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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#include "StandarUniform.glsl"
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layout(location = PVM_UNIFORM_LOCATION) uniform mat4 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -16,6 +14,6 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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gl_Position = PVM * vec4(Position, 1.0);
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Output.Position = Position, 1.0;
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}
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