10 lines
187 B
GLSL
10 lines
187 B
GLSL
in vec3 position;
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in float a_batchId;
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uniform mat4 u_modifiedModelViewProjection;
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void main()
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{
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gl_Position = czm_depthClamp(u_modifiedModelViewProjection * vec4(position, 1.0));
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}
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