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- #version 140
- // The model's vertex position and texture coordinates.
- in vec4 position;
- in vec2 texcoord0;
- // The model's world matrix.
- in mat4 mtx_world;
- // The projection and view matrices.
- uniform general_vp
- {
- mat4 mtx_view;
- mat4 mtx_proj;
- };
- // The output of a vertex shader are passed to the fragment shader.
- // The texture coordinates of the vertex.
- out vec2 var_texcoord0;
- void main()
- {
- // Pass the texture coordinates to the fragment shader.
- var_texcoord0 = texcoord0;
- // Transform the vertex position to clip space.
- gl_Position = mtx_proj * mtx_view * mtx_world * vec4(position.xyz, 1.0);
- }
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