16/shaders/skybox.vert

17 lines
304 B
GLSL

#version 420 core
layout (location = 0) in vec3 pos;
out vec3 TexCoords;
layout(std140, binding = 0) uniform Camera
{
mat4 projection;
mat4 view;
vec3 position;
} camera;
void main()
{
TexCoords = pos;
gl_Position = camera.projection * mat4(mat3(camera.view)) * vec4(pos, 1.0);
}