default_shader_vertex.glsl 342 B

123456789101112131415161718
  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. layout(std140) uniform constants {
  8. mat4 mvp;
  9. };
  10. void main()
  11. {
  12. frag_texcoord = texcoord;
  13. frag_color = color;
  14. gl_Position = mvp * vec4(position, 1.0);
  15. }