Reorganise shaders
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@@ -0,0 +1,18 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 params;
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out vec4 vParams;
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uniform mat4 worldMat;
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mat4 perspective =
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mat4 (1,0,0,0
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,0,1,0,0
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,0,0,1,1
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,0,0,0,1
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) ;
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void main()
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{
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gl_Position = perspective * worldMat * vec4(pos.xyz, 1);
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vParams = params;
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}
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