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attribute vec3 vertexPosition; | |
attribute vec4 vertexColor; | |
attribute vec2 positionOnFace; | |
uniform mat4 bodyTransform; | |
uniform mat4 cameraTransform; | |
varying vec4 color; | |
varying vec2 texturePosition; | |
void main(void) { | |
gl_Position = cameraTransform * bodyTransform * vec4(vertexPosition, 1.0); | |
color = vertexColor; | |
texturePosition = positionOnFace; | |
} |
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