16 lines
308 B
GLSL
16 lines
308 B
GLSL
#version 150
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in vec3 aPosition;
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in vec3 aNormal;
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in vec3 aTexcoord;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 modelViewMatrix;
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out vec4 fragPosition;
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void main() {
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fragPosition = modelViewMatrix * vec4(aPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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