#version 150
in vec3 position;
uniform float height;
uniform float aspect = 4.0/3.0;
uniform float zNear;
uniform float zFar;
mat4 camera = mat4(
vec4(1.0/(height*aspect), 0.0, 0.0, 0.0),
vec4( 0.0, 1.0/height, 0.0, 0.0),
vec4( 0.0, 0.0, 2.0/(zFar - zNear), 0.0),
vec4( 0.0, 0.0, -zNear - 1, 1.0)
);
void main () {
gl_Position = camera * vec4(position, 1.0);
}
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