16 lines
356 B
GLSL
16 lines
356 B
GLSL
#version 330 core
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layout (location = 0) in vec2 inputVertex;
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layout (location = 1) in vec2 textureInputVertex;
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out vec2 textureCoord;
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uniform mat4 model_matrix;
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uniform mat4 projection_view_matrix;
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void main()
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{
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textureCoord = textureInputVertex;
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gl_Position = projection_view_matrix * model_matrix * vec4(inputVertex.x , inputVertex.y, 0.0, 1.0);
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}
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