2018-09-15 21:40:49 +00:00
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#version 430
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layout(location = 0) in vec3 vertex_position;
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layout(location = 1) in vec2 vertex_uv;
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layout(location = 2) in mat4 model_to_world;
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layout(location = 0) uniform mat4 world_to_projection;
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2018-09-17 00:50:51 +00:00
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out vec2 fragment_uv;
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2018-09-15 21:40:49 +00:00
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void main()
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{
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2018-09-17 00:50:51 +00:00
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fragment_uv = vertex_uv;
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2018-09-15 21:40:49 +00:00
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gl_Position = world_to_projection * model_to_world * vec4(vertex_position, 1.0);
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}
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