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