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

31 lines
714 B
GLSL

# version 330 core
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 outPosition;
out vec3 outColor;
out vec4 outNormal;
out vec3 outUV;
out float outTextureID;
out float outHasTexture;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform int hasTexture;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= inNormal;
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}