submarine/shaders/shader_tex_without_lighting.vert
2022-03-18 14:47:31 +01:00

16 lines
323 B
GLSL

#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
out vec2 interpTexCoord;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpTexCoord = vertexTexCoord;
}