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#version 150 core
in vec3 vertexPosition;
in vec2 vertexTexCoord;
out vec3 position;
out vec2 texCoord;
uniform mat4 modelView;
uniform mat4 mvp;
uniform mat3 texCoordTransform;
void main()
{
vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0);
texCoord = (tt / tt.z).xy;
position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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