16 lines
296 B
GLSL
16 lines
296 B
GLSL
#version 400 core
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in vec3 position;
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in vec2 textureCoords;
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out vec2 pass_textureCoords;
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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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void main()
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{
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gl_Position = projectionMatrix * transformationMatrix * vec4(position, 1.0f);
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pass_textureCoords = textureCoords;
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}
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