charcoal/OpenGLEngine/MyBatchTestVertexShader.glsl

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#version 430
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec3 vertex_offset;
// TODO: Try this with location 0
layout(location = 3) uniform mat4 vp;
out vec4 vert_color;
void main()
{
gl_Position = vp * vec4(vertex_position + vertex_offset, 1.0);
vert_color = vertex_color;
}