Files
tactileipc3d/shaders/base.vert

19 lines
318 B
GLSL

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aUV;
out vec3 vNormal;
out vec3 vWorldPos;
out vec2 vUV;
uniform mat4 uMVP;
void main() {
vNormal = aNormal;
vWorldPos = aPos;
vUV = aUV;
gl_Position = uMVP * vec4(aPos, 1.0);
}