2
0

renderBlockUi.vert 336 B

123456789101112131415161718192021
  1. #version 430 core
  2. layout(location = 0) in vec3 shape;
  3. layout(location = 1) in vec3 normal;
  4. layout(location = 2) in vec2 uv;
  5. uniform mat4 u_viewProjection;
  6. out vec2 v_uv;
  7. out flat int v_id;
  8. out flat vec3 v_normal;
  9. void main()
  10. {
  11. gl_Position = u_viewProjection * vec4(shape,1);
  12. v_uv = uv;
  13. v_id = gl_VertexID;
  14. v_normal = normal;
  15. }