2021-05-13 16:34:19 +02:00

16 lines
230 B
GLSL

# version 330 core
layout (location = 0) in vec4 position;
layout (location = 2) in vec2 tc;
uniform mat4 pr_matrix;
out DATA {
vec2 tc;
} vs_out;
void main()
{
gl_Position = pr_matrix * position;
vs_out.tc = tc;
}