DuctTaped_GL/6.3.coordinate_systems.vert

19 lines
325 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
// layout (location = 1) in vec2 aTexCoord;
// out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
// TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
}