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- #version 330
- #pragma debug(on)
- layout(location = 0) in vec3 a_positions;
- layout(location = 1) in vec3 a_normals; //todo comment out
- layout(location = 2) in vec2 a_texCoord;
- uniform mat4 u_transform; //full model view projection or just model for point shadows
- out vec2 v_texCoord;
- void main()
- {
-
- gl_Position = u_transform * vec4(a_positions, 1.f);
- v_texCoord = a_texCoord;
-
- }
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