16 lines
454 B
GLSL
16 lines
454 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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out vec3 texCoords;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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vec4 pos = projection * view * vec4(aPos, 1.0f);
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// Having z equal w will always result in a depth of 1.0f
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gl_Position = vec4(pos.x, pos.y, pos.w, pos.w);
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// We want to flip the z axis due to the different coordinate systems (left hand vs right hand)
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texCoords = vec3(aPos.x, aPos.y, -aPos.z);
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} |