DuctTaped_GL/5.1.transform.vert

17 lines
257 B
GLSL

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