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raylib/examples/shaders/resources/shaders/glsl120/deferred_shading.vs
2025-08-11 20:22:02 +02:00

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GLSL

#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
void main()
{
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
gl_Position = vec4(vertexPosition, 1.0);
}