vertex.glsl (283B)
1 #version 330 core 2 layout (location = 0) in vec3 aPos; 3 layout (location = 1) in vec2 aTexCoord; 4 5 out vec2 TexCoord; 6 7 uniform mat4 model; 8 uniform mat4 view; 9 uniform mat4 projection; 10 11 void main() { 12 gl_Position = projection * view * model * vec4(aPos, 1.0f); 13 TexCoord = aTexCoord; 14 }