Saxum/Shader/depth.vsh

13 lines
225 B
GLSL

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