glsl/block_vertex.glsl now accepts a projection and a view matrix
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@@ -5,6 +5,11 @@ layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec3 vertex_texture;
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layout (location = 2) in float vertex_lighting;
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uniform mat4 matrix_projection;
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uniform mat4 matrix_view;
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void main()
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{
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gl_Position = vec4(vertex_position, 1.0f);
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