tes-tiger/resources/shader.vertex
2018-06-15 00:41:30 +05:00

16 lines
439 B
Plaintext

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