rbdlsim/data/shaders/default_vert.glsl

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#version 330
in vec4 inCoord;
in vec3 inNormal;
in vec2 inUV;
in vec4 inColor;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
smooth out vec4 ioFragColor;
void main()
{
ioFragColor = inColor;
gl_Position = (uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord);
}