SWBF2-Classic-Msh-Viewer/MshViewer/Shader/TextureShader.vert

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#version 450 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
layout(location = 2) in mat4 mvp;
//layout(location = 3) in mat4 mvp;
//layout(location = 4) in mat4 mvp;
//layout(location = 5) in mat4 mvp;
// Output
out vec2 UV;
// Values that stay constant for the whole mesh.
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uniform mat4 MVP;
void main(){
// Output position of the vertex, in clip space : MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
UV = vertexUV;
}