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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 UvCoordinates;
layout (location = 7) in vec4 Texture;
layout (location = 12) in vec3 color;
layout (location = 13) in vec2 light;
out VS_OUT {
vec2 UvPosition;
flat vec4 Texture;
flat vec3 Color;
flat vec2 Light;
flat int Face;
} vs_out;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vec4 sourcePosition = vec4(position,1.0f);
gl_Position = projection * view * sourcePosition;
vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
vs_out.Texture = Texture;
vs_out.Color = color;
vs_out.Light = light;
vs_out.Face = gl_VertexID / 6;
}
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