21 lines
No EOL
457 B
GLSL
21 lines
No EOL
457 B
GLSL
#version 460
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layout (location = 0) in vec3 in_pos;
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//layout (location = 1) in vec3 in_normal;
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//layout (location = 2) in vec2 in_uv;
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layout(location = 0) uniform mat4 model;
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layout(location = 1) uniform mat4 view;
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layout(location = 2) uniform mat4 proj;
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out vec4 pos;
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//out vec3 normal;
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//out vec2 uv;
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void main() {
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pos = view * model * vec4(in_pos, 1.0);
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gl_Position = proj * pos;
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pos /= pos.w;
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//normal = in_normal;
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//uv = in_uv;
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} |