raylib/shaders/glsl330/standard.vs
2016-06-27 18:32:56 +02:00

23 lines
421 B
GLSL

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