charcoal/shaders/TexturedVS.glsl
2022-08-01 19:07:37 -05:00

14 lines
360 B
GLSL

#version 430
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec2 vertex_uv;
layout(location = 2) in mat4 model_to_world;
layout(location = 0) uniform mat4 world_to_projection;
out vec2 fragment_uv;
void main()
{
fragment_uv = vertex_uv;
gl_Position = world_to_projection * model_to_world * vec4(vertex_position, 1.0);
}