yupplemayham/Resources/shaders/GL_pistol.vert

23 lines
391 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (std140) uniform Matrices
{
mat4 projection;
mat4 view;
};
out vec2 texCoord;
uniform mat4 model;
uniform bool flip;
void main()
{
texCoord = aTexCoord;
gl_Position = projection * view * model * vec4(aPos, 1.0);
if (flip)
{
texCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
}
}