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12 lines
266 B
GLSL

#version 450 core
layout (location = 0) in vec4 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec4 lumRad;
out float drawbit;
void main()
{
gl_Position = vec4(position.xyz,1);
drawbit = position.w;
}