protot/data/shaders/vs_passthrough.glsl

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#version 330 core
in vec3 inVertex;
uniform mat4 uModelViewProj;
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uniform float uTime;
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out vec2 ioUV;
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void main() {
gl_Position = uModelViewProj * vec4(inVertex, 1);
ioUV = (inVertex.xy + vec2(1,1)) / 2.0;
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}