Files
PolyGun/shaders/gl/chunk_vertex.glsl

21 lines
521 B
GLSL

#version 330 core
layout (location = 0) in vec3 in_pos;
layout (location = 1) in vec2 in_uv;
layout (location = 2) in vec3 in_normal;
layout (location = 3) in vec4 in_color;
out vec2 out_uv;
out vec3 out_normal;
out vec4 out_color;
uniform mat4 uniform_model;
uniform mat4 uniform_view;
uniform mat4 uniform_projection;
void main() {
gl_Position = uniform_projection * uniform_view * uniform_model * vec4(in_pos/vec3(4.0), 1.0f);
out_uv = in_uv;
out_color = in_color;
out_normal = in_normal;
}