Files
i-mic-fps/shaders/vertex/default.glsl

24 lines
523 B
GLSL

# version 330
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec4 inNormal;
layout(location = 3) in vec3 inUV;
layout(location = 4) in float inTextureID;
out vec3 outColor;
out vec4 outNormal;
out vec3 outUV;
out float outTextureID;
uniform vec3 worldPosition;
void main() {
// projection * view * model *
outColor = inColor;
outNormal= inNormal;
outUV = inUV;
outTextureID = inTextureID;
gl_Position = vec4(worldPosition + inPosition, 1.0);
}