Create view and projection matrix for Camera
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@@ -1,10 +1,12 @@
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#version 330
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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layout(location=0) in vec3 position;
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void main()
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{
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gl_Position = modelMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
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}
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