raylib/examples/resources/shaders/base.vs

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#version 330
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in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
out vec2 fragTexCoord;
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uniform mat4 mvpMatrix;
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// NOTE: Add here your custom variables
void main()
{
fragTexCoord = vertexTexCoord;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}