22 lines
447 B
GLSL
22 lines
447 B
GLSL
#version 430 core
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in vec3 a_position;
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in vec3 a_normal;
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in vec2 a_texCoord0;
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out InVertex {
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vec3 va_position;
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vec3 va_normal;
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vec4 v_addedProperty;
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} vertexOut;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 model;
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void main() {
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vertexOut.v_addedProperty = vec4(1.0, 0.0, 0.0, 1.0);
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vertexOut.va_position = a_position;
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vertexOut.va_normal = a_normal;
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gl_Position = proj * view * model * vec4(a_position, 1.0);
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} |