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