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2 changes: 1 addition & 1 deletion lib/contour-vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -5,5 +5,5 @@ attribute vec3 position;
uniform mat4 model, view, projection;

void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * (view * (model * vec4(position, 1.0)));
}
2 changes: 1 addition & 1 deletion lib/edge-vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ varying vec3 f_data;
varying vec2 f_uv;

void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * (view * (model * vec4(position, 1.0)));
f_color = color;
f_data = position;
f_uv = uv;
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2 changes: 1 addition & 1 deletion lib/pick-point-vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ void main() {

gl_Position = vec4(0.0, 0.0, 0.0, 0.0);
} else {
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * (view * (model * vec4(position, 1.0)));
gl_PointSize = pointSize;
}
f_id = id;
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2 changes: 1 addition & 1 deletion lib/pick-vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ varying vec3 f_position;
varying vec4 f_id;

void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * (view * (model * vec4(position, 1.0)));
f_id = id;
f_position = position;
}
2 changes: 1 addition & 1 deletion lib/point-vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ void main() {

gl_Position = vec4(0.0, 0.0 ,0.0 ,0.0);
} else {
gl_Position = projection * view * model * vec4(position, 1.0);
gl_Position = projection * (view * (model * vec4(position, 1.0)));
}
gl_PointSize = pointSize;
f_color = color;
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2 changes: 1 addition & 1 deletion lib/triangle-vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ varying vec4 f_color;
varying vec2 f_uv;

vec4 project(vec3 p) {
return projection * view * model * vec4(p, 1.0);
return projection * (view * (model * vec4(p, 1.0)));
}

void main() {
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