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