Simplified shader printbed.vs
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#version 110
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attribute vec4 v_position;
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attribute vec3 v_position;
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attribute vec2 v_tex_coords;
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varying vec2 tex_coords;
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void main()
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{
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gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v_position;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position, 1.0);
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tex_coords = v_tex_coords;
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}
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