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03ab560fae
Use appropriate names, and annotate the names with the types — 'u' for uniforms, 'a' for attributes. The common preambles for shaders are split from the bodies, so we need some way to distinguish the uniforms and the attributes just from their name.
7 lines
67 B
GLSL
7 lines
67 B
GLSL
uniform mat4 uMVP;
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in vec2 aPosition;
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in vec2 aUv;
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out vec2 vUv;
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