2db52ded2f
Cleaned up some code in Renderer.cpp
21 lines
349 B
GLSL
21 lines
349 B
GLSL
#version 430
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uniform mat4 MVP;
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layout (location = 0) in vec3 Position;
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layout (location = 2) in vec2 TextureCoord;
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uniform mat4 depthBiasMVP;
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out VertexData
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{
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vec3 Position;
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vec2 TextureCoord;
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} Output;
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void main()
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{
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
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} |