Add basic transformation matrix
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@@ -4,11 +4,13 @@ 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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uniform mat4 matrix;
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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 = vec4(position, 1.0);
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gl_Position = matrix * vec4(position, 1.0);
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};
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