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-rw-r--r--tests/gl/tutorial2.vert19
1 files changed, 0 insertions, 19 deletions
diff --git a/tests/gl/tutorial2.vert b/tests/gl/tutorial2.vert
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-#version 150
-// in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1
-in vec2 in_Position;
-in vec3 in_Color;
-
-// We output the ex_Color variable to the next shader in the chain
-out vec3 ex_Color;
-void main(void) {
- // Since we are using flat lines, our input only had two points: x and y.
- // Set the Z coordinate to 0 and W coordinate to 1
-
- gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);
-
- // GLSL allows shorthand use of vectors too, the following is also valid:
- // gl_Position = vec4(in_Position, 0.0, 1.0);
- // We're simply passing the color through unmodified
-
- ex_Color = in_Color;
-}