smrendererv3/SMCode/SM.Base/PostProcess/DefaultFiles/vertexWithExt.vert

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225 B
GLSL

#version 330
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
uniform mat4 MVP;
out vec2 vTexture;
void vertex();
void main() {
vTexture = aTex;
gl_Position = MVP * vec4(aPos, 1);
vertex();
}