17 lines
251 B
GLSL
17 lines
251 B
GLSL
#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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in vec3 vert;
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in vec2 vertTexCoord;
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out vec2 fragTexCoord;
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void main() {
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fragTexCoord = vertTexCoord;
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gl_Position = projection * view * model * vec4(vert, 1);
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}
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