hdrToCubeMap_optimized.vert 339 B

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  1. #version 330
  2. #pragma debug(on)
  3. //https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  4. //this shader converts from a hdr image to a cubemap
  5. //todo rename shader
  6. layout (location = 0) in vec3 aPos;
  7. out vec3 v_localPos;
  8. uniform mat4 u_viewProjection;
  9. void main()
  10. {
  11. v_localPos = aPos;
  12. gl_Position = u_viewProjection * vec4(aPos, 1.0);
  13. }