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Global-Gam-Jam-2017/res/shaders/fbo.vert
2017-01-14 19:32:47 +01:00

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334 B
GLSL

#version 150
uniform mat4 projection;
in vec3 vert;
in vec2 vertTexCoord;
out vec3 fragVert;
out vec2 fragTexCoord;
void main() {
// Pass some variables to the fragment shader
fragTexCoord = vertTexCoord;
fragVert = vert;
// Apply all matrix transformations to vert
gl_Position = projection * vec4(vert, 1);
}