14 lines
271 B
GLSL
14 lines
271 B
GLSL
#version 330 core
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layout (location = 0) in vec3 pos;
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out vec3 frag_pos;
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uniform mat4 global_t;
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uniform mat4 camera_t;
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uniform mat4 projection_t;
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void main() {
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gl_Position = projection_t * camera_t * global_t * vec4(pos.x, pos.y, pos.z, 1.0);
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frag_pos = pos;
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}
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