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