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