21 lines
461 B
GLSL

#version 460 core
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_texture_coord;
layout (location = 0) out vec3 normal;
layout (location = 1) out vec2 texture_coord;
layout (std140, binding = 0) uniform Matrices {
mat4 view;
mat4 projection;
};
void main() {
gl_Position = projection * view * vec4(a_pos, 1.0);
normal = in_normal;
texture_coord = in_texture_coord;
}