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grafikaKBT/res/shaders/TransformVertexShader.vertexshader
2025-01-08 04:55:58 +01:00

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#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
// Output data; will be interpolated for each fragment.
out vec2 UV;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
void main() {
// Output position of the vertex, in clip space: MVP * position
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
// UV of the vertex. No special space for this one.
UV = vertexUV;
}