Techneck/vertex_shader.glsl

19 lines
320 B
GLSL

#version 420 core
layout(location=0) in vec3 pos;
layout(location=1) in vec2 uv;
out vec2 uv_coords;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
void main() {
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(pos, 1.0);
uv_coords = uv;
}