17 lines
332 B
GLSL
17 lines
332 B
GLSL
#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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uniform mat4 matModel, matView, matProjection;
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out vec3 vWorldPos;
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out vec2 vTexCoord;
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void main()
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{
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vec4 world = matModel * vec4(vertexPosition, 1.0);
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vWorldPos = world.xyz;
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vTexCoord = vertexTexCoord;
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gl_Position = matProjection * matView * world;
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}
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