15 lines
311 B
GLSL
15 lines
311 B
GLSL
#version 400 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texCoords;
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out vec2 passTexCoords;
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uniform mat4 projectionViewMatrix;
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uniform mat4 modelMatrix;
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void main() {
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gl_Position = projectionViewMatrix * modelMatrix * vec4(position, 1.0);
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passTexCoords = texCoords;
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}
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