23 lines
394 B
GLSL
23 lines
394 B
GLSL
#version 330
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in vec4 inCoord;
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in vec3 inNormal;
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in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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smooth out vec4 ioFragColor;
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out vec3 ioNormal;
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out vec2 ioUV;
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void main()
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{
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ioFragColor = inColor;
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ioNormal = inNormal;
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ioUV = inUV;
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gl_Position = (uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord);
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}
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