yupplemayham/Resources/shaders/GL_flat.vert

17 lines
273 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;
void main()
{
texCoord = aTexCoord;
gl_Position = projection * vec4(aPos.xyz, 1.0);
}