22 lines
388 B
GLSL
22 lines
388 B
GLSL
#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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uniform mat4 sb_view;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec3 uv_coords;
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void main() {
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vec4 pos = projection * sb_view * vec4(position, 1.0);
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gl_Position = pos.xyww;
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uv_coords = position;
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}
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