21 lines
499 B
GLSL
21 lines
499 B
GLSL
#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 aColor;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 worldPos;
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out vec2 texCoord;
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out vec3 color;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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texCoord = vertexTexCoord;
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texCoord.y = 1.0 - texCoord.y; // so that it is turned correctly
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color = aColor;
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} |