|
|
- /*******************************************************************************************
- *
- * rPBR [shader] - Equirectangular to cubemap vertex shader
- *
- * Copyright (c) 2017 Victor Fisac
- *
- **********************************************************************************************/
-
- #version 330
-
- // Input vertex attributes
- in vec3 vertexPosition;
-
- // Input uniform values
- uniform mat4 projection;
- uniform mat4 view;
-
- // Output vertex attributes (to fragment shader)
- out vec3 fragPos;
-
- void main()
- {
- // Calculate fragment position based on model transformations
- fragPos = vertexPosition;
-
- // Calculate final vertex position
- gl_Position = projection*view*vec4(vertexPosition, 1.0);
- }
|