15 lines
222 B
GLSL
15 lines
222 B
GLSL
#version 150
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uniform mat4 viewProjectionMatrix;
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uniform vec2 skew;
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in vec3 aPosition;
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in vec3 aColor;
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out vec3 Color;
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void main () {
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Color = aColor;
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gl_Position = viewProjectionMatrix * vec4(aPosition, 1.0);
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}
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