Renderer/shaders/vert.glsl
2026-02-15 17:53:50 +11:00

26 lines
467 B
GLSL

#version 460
layout(location = 0) in vec4 a_color;
layout(location = 1) in vec4 a_tangent;
layout(location = 2) in vec3 a_pos;
layout(location = 3) in vec3 a_normal;
layout(location = 4) in vec2 a_uv0;
layout(location = 5) in vec2 a_uv1;
out vec2 v_uv0;
out vec2 v_uv1;
layout(std140, binding = 0) uniform Globals
{
mat4 projection;
mat4 view;
mat4 model_matrix;
};
void
main()
{
gl_Position = projection * model_matrix * vec4(a_pos, 1.0);
v_uv0 = a_uv0;
}