2024-04-01 22:51:14 +00:00
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// Set the GLSL version to 3.3 and use the OpenGL core profile
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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2024-04-21 23:47:34 +00:00
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layout (location = 2) in vec2 aTexCoord;
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2024-04-01 22:51:14 +00:00
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out vec3 ourColor;
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2024-04-21 23:47:34 +00:00
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out vec2 TexCoord;
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2024-04-01 22:51:14 +00:00
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2024-04-29 02:39:14 +00:00
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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2024-04-28 23:00:58 +00:00
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2024-04-01 22:51:14 +00:00
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void main() {
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2024-04-29 02:39:14 +00:00
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// matrix multiplication goes from right to left.
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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2024-04-01 22:51:14 +00:00
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ourColor = aColor;
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2024-04-21 23:47:34 +00:00
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TexCoord = aTexCoord;
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2024-04-01 22:51:14 +00:00
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}
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