07/shaders/shader.vert

29 lines
501 B
GLSL

#version 420 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in vec3 normals;
layout(std140, binding = 0) uniform Camera
{
mat4 projection;
mat4 view;
vec3 position;
} camera;
layout(std140, binding = 2) uniform Light
{
vec3 position;
vec3 color;
} light_v;
uniform mat4 model;
out vec2 texCoord;
void main()
{
gl_Position = camera.projection * camera.view * model * vec4(pos, 1.0);
texCoord = inTexCoord;
}