GRK/cw 4/shaders/shader_4_1.vert

16 lines
312 B
GLSL
Raw Normal View History

2022-01-12 16:07:16 +01:00
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 1) in vec3 vertexNormal;
uniform mat4 transformation;
out vec3 interpNormal;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
interpNormal = vertexNormal;
}