#ifdef __cplusplus #include std::string shader_chunk_vert = R"(" #version 300 es precision mediump float; layout (location = 0) in vec3 vertex; layout (location = 1) in vec3 texture_coord; out vec2 uv; out float index; uniform mat4 translation; layout (std140) uniform StandardMatrices { mat4 projection; mat4 view; // projection view matrix mat4 pvm; // orthographic projection matrix mat4 orthographic; }; void main() { index = texture_coord.z; gl_Position = projection * view * translation * vec4(vertex.x, vertex.y, vertex.z, 1.0); uv = texture_coord.xy; } ")"; #endif