15 lines
275 B
GLSL
15 lines
275 B
GLSL
#version 330 core
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layout (location = 0) in vec3 pos;
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out vec3 UV;
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uniform mat4 VIEW; // Assuming this is free of translation
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uniform mat4 PROJECTION;
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void main() {
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UV = pos;
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vec4 projectedPos = PROJECTION * VIEW * vec4(pos, 1.0);
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gl_Position = projectedPos.xyww;
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}
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