LearnOpenGL/skybox.vs

13 lines
213 B
GLSL

#version 460 core
layout (location = 0) in vec3 aPos;
out vec3 TexCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
TexCoords = aPos;
gl_Position = projection * view * vec4(aPos ,1.0);
}