gltut / Tut 10 Plane Lights / data / FragmentLighting_PCN.vert

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Tut 10 Plane Lights/data/FragmentLighting_PCN.vert

 out vec3 vertexNormal;
 out vec3 modelSpacePosition;
 
-uniform mat4 cameraToClipMatrix;
 uniform mat4 modelToCameraMatrix;
 
+uniform Projection
+{
+	mat4 cameraToClipMatrix;
+};
+
 void main()
 {
 	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
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