16 lines
439 B
Plaintext
16 lines
439 B
Plaintext
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#version 460 core
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 textureCoordinates;
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uniform mat4 modelTransform;
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uniform mat4 viewTransform;
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uniform mat4 projectionTransform;
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out vec2 fragmentTextureCoordinates;
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void main() {
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gl_Position = projectionTransform * viewTransform * modelTransform * vec4(position, 1.0f);
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fragmentTextureCoordinates = vec2(textureCoordinates.x, 1.0f - textureCoordinates.y);
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}
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