raylib/games/koala_seasons/resources/shaders/glsl330/base.vs

25 lines
510 B
Plaintext
Raw Normal View History

2017-04-18 11:42:15 +03:00
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
// Input uniform values
2017-10-02 01:12:52 +03:00
uniform mat4 mvp;
2017-04-18 11:42:15 +03:00
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
2017-10-02 01:12:52 +03:00
gl_Position = mvp*vec4(vertexPosition, 1.0);
2017-04-18 11:42:15 +03:00
}