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Renamed modelviewprojection matrix
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@ -15,7 +15,7 @@ in vec3 vertexNormal;
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in vec3 vertexTangent;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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uniform mat4 mMatrix;
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// Output vertex attributes (to fragment shader)
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@ -45,5 +45,5 @@ void main()
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fragBinormal = cross(fragNormal, fragTangent);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -7,7 +7,7 @@ attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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@ -22,5 +22,5 @@ void main()
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -7,7 +7,7 @@ in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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@ -22,5 +22,5 @@ void main()
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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