raylib/shaders/glsl100/base.vs

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#version 100
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
varying vec2 fragTexCoord;
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uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
void main()
{
vec3 normal = vertexNormal;
fragTexCoord = vertexTexCoord;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}