23 lines
No EOL
474 B
GLSL
23 lines
No EOL
474 B
GLSL
#version 150
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uniform mat4 projection;
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uniform mat4 camera;
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uniform mat4 transform;
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in vec3 vert;
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in vec2 vertTexCoord;
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in vec3 vertNormal;
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out vec3 fragVert;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main() {
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// Pass some variables to the fragment shader
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fragTexCoord = vertTexCoord;
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fragNormal = vertNormal;
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fragVert = vert;
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// Apply all matrix transformations to vert
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gl_Position = projection * camera * transform * vec4(vert, 1);
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} |