26 lines
477 B
GLSL
26 lines
477 B
GLSL
#version 330 core
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layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec3 vertex_texture;
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layout (location = 2) in float vertex_lighting;
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uniform mat4 matrix_projection;
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uniform mat4 matrix_view;
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uniform mat4 matrix_model;
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out vec3 frag_texture;
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out float frag_lighting;
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void main()
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{
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gl_Position = matrix_projection * matrix_view * matrix_model * vec4(vertex_position, 1.0f);
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frag_texture = vertex_texture;
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frag_lighting = vertex_lighting;
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} |