Saxum/data/shader/skydome.vsh
2015-03-04 16:08:03 +01:00

18 lines
347 B
GLSL

#version 150
in vec3 aPosition;
in vec3 aNormal;
in vec2 aTexCoord;
uniform mat4 modelMatrix;
uniform mat4 modelViewProjectionMatrix;
out vec2 vTexCoord;
out vec4 fragPosition;
void main() {
fragPosition = modelMatrix * vec4(aPosition, 1.0);
vTexCoord = aTexCoord;
gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
}