17 lines
306 B
GLSL
17 lines
306 B
GLSL
#version 330 core
|
|
|
|
layout (location = 0) in vec3 pos;
|
|
layout (location = 1) in vec2 uv;
|
|
|
|
uniform mat4 MODEL;
|
|
uniform mat4 VIEW;
|
|
uniform mat4 PROJECTION;
|
|
|
|
out vec3 UV;
|
|
|
|
void main() {
|
|
vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
|
|
gl_Position = vertex;
|
|
UV = vec3(uv * vertex.z, vertex.z);
|
|
}
|