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- // Attributes
- attribute vec3 position;
- #ifdef VERTEXCOLOR
- attribute vec4 color;
- #endif
- #include<bonesDeclaration>
- // Uniforms
- uniform mat4 viewProjection;
- uniform mat4 world;
- // Output
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- void main(void) {
- mat4 finalWorld = world;
- #include<bonesVertex>
- gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
- #ifdef VERTEXCOLOR
- // Vertex color
- vColor = color;
- #endif
- }
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