16 lines
462 B
GLSL
16 lines
462 B
GLSL
R"(#version 330 core
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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//// Values that stay constant for the whole mesh.
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uniform mat4 MVP;
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uniform mat4 translation;
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out vec3 FragPos;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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vec4 pos = MVP * translation * vec4(vertexPosition_modelspace,1);
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gl_Position = pos;
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FragPos = pos.xyz;
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})"; |