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#version 330 core
in vec3 pos;
out vec4 entityWorldPos;
uniform mat4 model;
layout (std140) uniform Globals {
mat4 projView;
mat4 proj;
mat4 view;
uvec2 viewportSize;
vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
};
void main() {
gl_Position = projView * model * vec4(pos, 1);
entityWorldPos = view * model * vec4(pos, 1.0f);
}
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