23 lines
508 B
GLSL
23 lines
508 B
GLSL
layout(location = 0) in vec3 inPosition;
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layout(location = 2) in vec2 inTexCoords;
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out VS_OUT {
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vec2 uv;
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vec3 fragpos;
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} vs_out;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout(binding = 0) uniform UniformBufferObject {
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mat4 projection, view, model;
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vec4 lightPosition;
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float farPlane;
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} ubo;
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void main() {
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
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vs_out.uv = inTexCoords;
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vs_out.fragpos = vec3(ubo.model * vec4(inPosition, 1.0));
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}
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