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loop/shader/shape/basic.vert

15 lines
335 B
GLSL

#version 450 core
layout (location = 0) in vec4 pos;
layout (location = 1) in vec4 col;
layout (location = 2) in vec4 norm;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vCol;
out vec4 vPos;
out vec4 vNorm;
void main() {
gl_Position = theMat * vec4(pos.xyz,1);
vCol = col;
vPos = pos;
vNorm = norm;
}