19 lines
442 B
GLSL
19 lines
442 B
GLSL
#version 110
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uniform mat4 view_matrix;
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uniform mat4 projection_matrix;
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attribute vec3 v_position;
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// per instance data
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// in mat4 instanceMatrix;
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attribute vec4 i_data0;
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attribute vec4 i_data1;
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attribute vec4 i_data2;
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attribute vec4 i_data3;
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// end per instance data
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void main()
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{
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mat4 model_matrix = mat4(i_data0, i_data1, i_data2, i_data3);
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gl_Position = projection_matrix * view_matrix * model_matrix * vec4(v_position, 1.0);
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}
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