10 lines
231 B
GLSL
10 lines
231 B
GLSL
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uniform mat4 g_ViewProjectionMatrix;
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uniform mat4 g_AltViewProjectionMatrix;
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attribute vec3 a_Position;
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void main() {
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gl_Position = mul(mul(vec4(a_Position, 1.0), g_AltViewProjectionMatrix), g_ViewProjectionMatrix);
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}
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