Framebuffer working; Trimap renders to FB; Refinem. use Trimap to Screen
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@@ -9,7 +9,7 @@ out vec2 UV;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = vec4(vertexPosition_modelspace, 1);
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gl_Position = vec4(vertexPosition_modelspace.x, -1*vertexPosition_modelspace.y, vertexPosition_modelspace.z, 1);
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// UV of the vertex. No special space for this one.
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UV = vertexUV;
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