ddnet/shader/prim.vert

17 lines
350 B
GLSL

#version 330
layout (location = 0) in vec3 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4 Pos;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
gl_Position = Pos * vec4(inVertex, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}