SWBF2-Classic-Msh-Viewer/MeshViewerQt/Resources/TextureShader.vert

17 lines
332 B
GLSL

#version 450
// Input vertex data, different for all executions of this shader
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexUV;
// Input that stay constant fpr the whole mesh
uniform mat4 MVP;
// Output
out vec2 UV;
void main()
{
gl_Position = MVP * vec4(vertexPosition, 1);
UV = vertexUV;
}