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@olevegard
Last active August 29, 2015 14:23
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#version 150
// in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1
attribute vec3 in_Position;
attribute vec4 in_Color;
// We output the ex_Color variable to the next shader in the chain
out vec4 ex_Color;
void main(void) {
// Since we are using flat lines, our input only had two points: x and y.
// Set the Z coordinate to 0 and W coordinate to 1
gl_Position = vec4(in_Position.x, in_Position.y, in_Position.z, 1.0);
// Pass the color on to the fragment shader
ex_Color = in_Color;
}
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