raylib/shaders/gl330/base.vs

18 lines
286 B
GLSL

#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}