Saxum/data/shader/depth_cube.vsh
2015-02-14 09:49:29 +01:00

16 lines
308 B
GLSL

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