Saxum/data/shader/flame.vsh

15 lines
222 B
GLSL

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