22 lines
450 B
GLSL
22 lines
450 B
GLSL
#version 330 core
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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// To the frag shader
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out vec2 UV;
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// Model view projection from the CPU
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uniform mat4 mvp;
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void main() {
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gl_Position = mvp * vec4(vertexPosition_modelspace, 1);
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//gl_Position = vec4(vertexPosition_modelspace, 1);
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vec2 UV_FLIPPED;
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UV_FLIPPED.x = vertexUV.x;
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UV_FLIPPED.y = 1.0 - vertexUV.y;
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UV = vertexUV;
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}
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