model_extractor/shaders/base.vert
2025-05-13 15:33:42 +02:00

21 lines
No EOL
457 B
GLSL

#version 460
layout (location = 0) in vec3 in_pos;
//layout (location = 1) in vec3 in_normal;
//layout (location = 2) in vec2 in_uv;
layout(location = 0) uniform mat4 model;
layout(location = 1) uniform mat4 view;
layout(location = 2) uniform mat4 proj;
out vec4 pos;
//out vec3 normal;
//out vec2 uv;
void main() {
pos = view * model * vec4(in_pos, 1.0);
gl_Position = proj * pos;
pos /= pos.w;
//normal = in_normal;
//uv = in_uv;
}