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Matrix Inputs for Vertex Shader
In a vertex shader using Vizard, I understand that this GLSL pattern currently works fine:
Code:
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Code:
uniform mat4 projMat; uniform mat4 viewMat; uniform mat4 modelMat; layout (location = 0) in vec3 position; void main() { gl_Position = projMat * viewMat * modelMat * vec4(position, 1.0); } |
Tags |
glsl, shader |
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