Files
CDAG/Research/shaders/Shader.vert

18 lines
400 B
GLSL

#version 430 core
layout(location = $vertexPosition$) in vec3 vertexPosition;
layout(location = $vertexUV$) in vec2 vertexUV;
layout(location = $vertexNormal$) in vec3 vertexNormal;
layout(location = $MVP$) uniform mat4 MVP;
out vec3 pos;
out vec2 uv;
out vec3 normal;
void main() {
pos = vertexPosition;
uv = vertexUV;
normal = vertexNormal;
gl_Position = MVP * vec4(vertexPosition, 1.0f);
}