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OrcaSlicer-bambulab/resources/shaders/printbed.vs
T

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GLSL
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#version 110
attribute vec4 v_position;
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attribute vec2 v_tex_coords;
varying vec2 tex_coords;
void main()
{
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v_position;
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tex_coords = v_tex_coords;
}