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#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
out vec2 UV;
uniform mat4 MVP;
void main() {
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
UV = vertexUV;
//fragmentcolor.x = vertexPosition_modelspace.x; //= vertexColor;
//fragmentcolor.y = vertexPosition_modelspace.y; //= vertexColor;
//fragmentcolor.z = vertexPosition_modelspace.z; //= vertexColor;
//fragmentcolor += 1;
//fragmentcolor /= 2;
}
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