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15 lines
214 B
GLSL
15 lines
214 B
GLSL
#version 330 core
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in vec3 a_normal;
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in vec2 a_uv;
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out vec2 v_uv;
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uniform float u_radius;
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uniform mat4 u_mvpMatrix;
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void main() {
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gl_Position = u_mvpMatrix * vec4(u_radius * a_normal, 1);
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v_uv = a_uv;
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}
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