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diff --git a/res/scene01_vs_basic.glsl b/res/scene01_vs_basic.glsl
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+#version 330 core
+
+// Input vertex data, different for all executions of this shader.
+layout(location = 0) in vec3 vertexPosition_modelspace;
+
+// Values that stay constant for the whole mesh.
+uniform mat4 MVP;
+
+void main(){
+ // Output position of the vertex, in clip space : MVP * position
+ gl_Position = MVP * vec4(vertexPosition_modelspace,1);
+}