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#version 330 core
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layout (location = 0) in vec2 aPosition;
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layout (location = 1) in float vertexValue;
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uniform float rotation;
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out float fragmentValue;
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void main() {
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fragmentValue = vertexValue;
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gl_Position = vec4(aPosition.x * sin(rotation), aPosition.y, 0.0, 1.0);
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} |