21 lines
438 B
Plaintext
21 lines
438 B
Plaintext
|
#version 330
|
||
|
|
||
|
// Input vertex attributes
|
||
|
in vec3 vertexPosition;
|
||
|
|
||
|
// Input uniform values
|
||
|
uniform mat4 matProjection;
|
||
|
uniform mat4 matView;
|
||
|
|
||
|
// Output vertex attributes (to fragment shader)
|
||
|
out vec3 fragPosition;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// Calculate fragment position based on model transformations
|
||
|
fragPosition = vertexPosition;
|
||
|
|
||
|
// Calculate final vertex position
|
||
|
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
|
||
|
}
|