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XCEngine/tests/RHI/OpenGL/integration/sphere/Res/Shader/sphere.vert

18 lines
391 B
GLSL

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