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skcblitz/shaders/vis.vsh

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2025-09-02 14:43:36 +02:00
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 norm;
layout (location = 2) in vec2 coord;
out float ypos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
vec3 vertex = vec3(model * vec4(pos, 1.0));
ypos = vertex.y;
gl_Position = projection * view * vec4(vertex, 1.0);
}