Complete transformation and coordinate system chapters
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@@ -1,6 +1,5 @@
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#version 330 core
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in vec3 vert_color;
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in vec2 tex_coords;
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out vec4 color;
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@@ -1,16 +1,15 @@
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#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 color;
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layout(location=2) in vec2 uv;
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layout(location=1) in vec2 uv;
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uniform mat4 matrix;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vert_color;
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out vec2 tex_coords;
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void main() {
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tex_coords = uv;
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vert_color = color;
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gl_Position = matrix * vec4(position, 1.0);
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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