nol/shaders/base.vert

17 lines
222 B
GLSL

#version 330
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
in vec3 vPos;
in vec2 aUV;
out vec2 vUV;
void main()
{
vUV = aUV;
gl_Position = uProjection * uView * uModel * vec4(vPos, 1.0);
}