Added projection matrix; Now 3D
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@@ -11,6 +11,6 @@ out vec2 texCoord;
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void main() {
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//gl_Position = proj * view * model * vec4(pos, 1.0);
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gl_Position = model * vec4(pos, 1.0);
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gl_Position = proj * model * vec4(pos, 1.0);
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texCoord = texCoords;
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}
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