ColorRace/assets/shaders/bounding_debug.vert
2026-08-04 14:42:42 +02:00

14 lines
382 B
GLSL

#version 460 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 textureCoords;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
void main() {
vec4 worldPosition = transformationMatrix * vec4(position, 1.0f);
gl_Position = projectionMatrix * viewMatrix * worldPosition;
}