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#version 330 core | ||
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out vec4 FragColor; | ||
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uniform vec3 fixedColor; | ||
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void main() { | ||
FragColor = vec4(fixedColor, 1.0); | ||
} |
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#version 330 core | ||
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layout(location = 0) in vec3 position; // Vertex position | ||
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uniform mat4 modelMatrix; // Model matrix | ||
uniform mat4 viewMatrix; // View matrix | ||
uniform mat4 projectionMatrix; // Projection matrix | ||
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void main() { | ||
// Transform the vertex position to clip space | ||
gl_Position = | ||
projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0); | ||
} |
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