20 lines
448 B
GLSL
20 lines
448 B
GLSL
#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 transformation;
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//uniform float time;
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out vec4 bubblePosition;
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//out float iDate;
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void main()
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{
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bubblePosition = transformation * vec4(vertexPosition, 1.0);
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//vec3 bubbling = sdf(bubblePosition2.xyz);
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gl_Position = bubblePosition;
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//gl_Position = vec4(vertexPosition, 1.0);
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}
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