LearnOpenGL/Shaders/BRDFIntegration.vs
2023-06-05 18:40:06 +02:00

10 lines
195 B
GLSL

#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main(){
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}