couch-rust/src/flat.vert

16 lines
230 B
GLSL

#version 330
in vec3 position;
in vec3 normal;
uniform mat4 MVP;
out vec3 DIFFUSE;
out vec3 NORMAL;
void main() {
gl_Position = MVP * vec4(position, 1.0);
DIFFUSE = vec3(1.0, 0.0, 0.0);
NORMAL = normal;
}