LearnOpenGL/shader.vs

19 lines
352 B
GLSL

#version 460 core
layout (location=0) in vec3 aPos;
layout (location=2) in vec3 aColor;
layout (location=1) in vec2 aTexCoord;
uniform float HorizontalOffset;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoord;
void main(){
gl_Position = projection * view * model * vec4(aPos , 1.0);
TexCoord = aTexCoord;
}