learnopengl/shaders/sb_vert.glsl

22 lines
388 B
GLSL

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