Saxum/Shader/depth.vsh

16 lines
300 B
GLSL

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