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Vertex shaders optimization
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@ -6,8 +6,7 @@ in vec3 vertexNormal;
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out vec2 fragTexCoord;
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 mvpMatrix;
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// NOTE: Add here your custom variables
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@ -15,5 +14,5 @@ void main()
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{
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fragTexCoord = vertexTexCoord;
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gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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