default_shader_vertex.glsl 304 B

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  1. #version 330
  2. layout(location = 0) in vec3 POS;
  3. layout(location = 1) in vec2 UV;
  4. layout(location = 2) in vec4 COL;
  5. out vec2 frag_uv;
  6. out vec4 frag_color;
  7. layout(std140) uniform constants {
  8. mat4 mvp;
  9. };
  10. void main()
  11. {
  12. frag_uv = UV;
  13. frag_color = COL;
  14. gl_Position = mvp * vec4(POS, 1.0);
  15. }