default_shader_vertex.glsl 308 B

12345678910111213141516
  1. #version 330
  2. layout(location = 0) in vec3 position;
  3. layout(location = 1) in vec2 texcoord;
  4. layout(location = 2) in vec4 color;
  5. out vec2 frag_texcoord;
  6. out vec4 frag_color;
  7. uniform mat4 mvp;
  8. void main()
  9. {
  10. frag_texcoord = texcoord;
  11. frag_color = color;
  12. gl_Position = mvp * vec4(position, 1.0);
  13. }