16 lines
274 B
GLSL
16 lines
274 B
GLSL
#version 330 core
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layout (location = 0) in vec3 lPosition;
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layout (location = 1) in vec2 lUV;
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uniform mat4 uModel;
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uniform mat4 uProjection;
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uniform mat4 uView;
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out vec2 iUV;
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void main()
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{
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gl_Position = uProjection * uView * uModel * vec4(lPosition, 1.0);
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iUV = lUV;
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}
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