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Default Material World View Projection Matrix


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Hi, I noticed that the default vertex shader sets gl_Position using:

gl_Position = viewProjection * finalWorld * vec4(position, 1.0);

Where mat4 finalWorld = world;

I am trying to test out some of the default material shader code using CYOS but all I see is a blank output if I use this..


Could someone explain why this works in the default vertex shader but not in CYOS?

What is the difference between this and gl_Position = worldViewProjection * vec4(position, 1.0);   ?

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