fred/shaders/basic.vert

22 lines
450 B
GLSL

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