18 lines
391 B
GLSL
18 lines
391 B
GLSL
#version 460
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layout(location = 0) in vec4 aPosition;
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layout(location = 1) in vec2 aTexcoord;
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out vec2 vTexcoord;
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uniform mat4 gModelMatrix;
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uniform mat4 gViewMatrix;
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uniform mat4 gProjectionMatrix;
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void main() {
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vec4 positionWS = gModelMatrix * aPosition;
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vTexcoord = aTexcoord;
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}
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