23 lines
467 B
GLSL
23 lines
467 B
GLSL
#version 450 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 colour;
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layout (binding = 0) uniform SceneUniformBufferObject {
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mat4 proj;
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mat4 view;
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mat4 unused0;
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mat4 unused1;
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} ubo;
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// mat4 model;
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layout (location = 0) out vec3 vFragPos;
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layout (location = 1) out vec3 vColour;
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void main() {
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vFragPos = vec3(vec4(position, 1.0));
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vColour = colour;
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gl_Position = ubo.proj * ubo.view * vec4(position, 1.0);
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}
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