18 lines
No EOL
288 B
GLSL
18 lines
No EOL
288 B
GLSL
#version 330
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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uniform mat4 MVP;
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uniform mat4 ModelMatrix;
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out vec2 vTexture;
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out vec2 FragPos;
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void main() {
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vTexture = aTex;
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FragPos = vec2(ModelMatrix * vec4(aPos, 1));
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gl_Position = MVP * vec4(aPos, 1);
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} |