PrusaSlicer-NonPlainar/resources/shaders/printbed.vs

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#version 110
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attribute vec3 v_position;
attribute vec2 v_tex_coords;
varying vec2 tex_coords;
void main()
{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position, 1.0);
tex_coords = v_tex_coords;
}