rbdlsim/data/shaders/default_vert.glsl

23 lines
394 B
GLSL

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