gedeng/Shader/terrain.vs

21 lines
434 B
GLSL

#version 430
in vec3 position;
in vec2 texture_coordinate;
uniform mat4 model;
uniform mat4 projection_view;
out PipelineData {
vec4 position;
vec2 texture_coordinate;
} vs_out;
void main() {
mat4 pvm = projection_view * model;
vs_out.texture_coordinate = texture_coordinate;
vec4 homogenous_position = vec4(position, 1.0);
vs_out.position = pvm * homogenous_position;
gl_Position = vs_out.position;
}