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toddcox-visualize/vis/shaders/ortho.vs.glsl

18 lines
274 B
GLSL

#version 430
out gl_PerVertex {
vec4 gl_Position;
};
layout(location=0) uniform mat4 proj;
layout(location=1) uniform mat4 view;
layout(location=0) in vec4 pos;
out vec4 vpos;
void main() {
vpos = view * pos;
gl_Position = proj * vec4(vpos.xyz / (1), 1);
}