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@pingpoli
Last active July 13, 2020 20:46
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#version 330 core
layout ( location = 0 ) in vec2 vertex_position;
layout ( location = 2 ) in vec2 vertex_uv;
uniform mat4 M_mvp;
out vec2 uv;
void main()
{
gl_Position = M_mvp * vec4( vertex_position , 0.0 , 1.0 );
uv = vertex_uv;
}
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