GRK-2023/shaders/shader_depth.vert

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GLSL
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2023-01-22 17:32:23 +01:00
#version 330 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 viewProjectionMatrix;
uniform mat4 modelMatrix;
void main()
{
gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
}