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- #version 330
-
- // Input vertex attributes
- in vec3 vertexPosition;
-
- // Input uniform values
- uniform mat4 matProjection;
- uniform mat4 matView;
-
- // Output vertex attributes (to fragment shader)
- out vec3 fragPosition;
-
- void main()
- {
- // Calculate fragment position based on model transformations
- fragPosition = vertexPosition;
-
- // Calculate final vertex position
- gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
- }
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