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