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Spinning Shadered Cubes
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attribute vec3 vertPos; attribute vec3 vertCol; varying vec3 fragCol; uniform mat4 mWorl; uniform mat4 mView; // Uniforms for the rotation, projection, and view. uniform mat4 mProj; void main() { fragCol = vertCol; gl_Position = mProj * mView * mWorl * vec4(vertPos, 1.0); } precision mediump float; varying vec3 fragCol; void main() { gl_FragColor = vec4(fragCol, 1.0); }