handmade/glsl/camera.v.glsl

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/* vim: set ft=c: */
#version 440 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
out vec2 iTexCoord;
uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;
void main(void) {
gl_Position = Projection * View * Model * vec4(aPos, 1.0f);
iTexCoord = aTexCoord;
}