Files
sinbad/shaders/wake.vs
T

15 lines
231 B
GLSL

#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
out vec2 fragWorldPos;
uniform mat4 mvp;
void main()
{
fragWorldPos = vertexPosition.xy;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}