Vertex shader now has a transformation matrix built in.
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@ -1,7 +1,8 @@
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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in vec3 aPosition;
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in mat4 aTransform;
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void main()
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{
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gl_Position = vec4(aPosition, 1.0);
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gl_Position = vec4(aPosition, 1) * aTransform;
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}
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