23 lines
421 B
GLSL
23 lines
421 B
GLSL
#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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uniform mat4 mvpMatrix;
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void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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} |