25 lines
615 B
GLSL
25 lines
615 B
GLSL
#version 430
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 texture_coordinate;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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uniform mat4 model;
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uniform mat4 projection;
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uniform mat4 view;
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out PipelineData {
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vec4 position;
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vec2 texture_coordinate;
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} vs_out;
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void main() {
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mat4 pvm = projection * view * model;
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vs_out.texture_coordinate = texture_coordinate;
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vec4 homogenous_position = vec4(position, 1.0);
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vs_out.position = pvm * homogenous_position;
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gl_Position = vs_out.position;
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} |