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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in float vertexValue;
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uniform mat4 transformation;
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out vec3 color;
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void main() {
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color = aPosition / 2 + vec3(0.5, 0.5, 0.5);
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gl_Position = transformation * vec4(aPosition, 1.0);
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} |