gearlib-cpp/examples/assets/quad.vert
2024-05-16 22:37:46 +12:00

22 lines
383 B
GLSL

#version 460 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
struct VertexOutput {
vec4 Color;
};
layout(location = 0) out VertexOutput Output;
layout(std140, binding = 0) uniform Camera {
mat4 view;
mat4 projection;
};
void main() {
Output.Color = a_Color;
gl_Position = projection * view * vec4(a_Position, 1.0);
}