|
|
@ -1,21 +0,0 @@ |
|
|
|
#version 150 |
|
|
|
|
|
|
|
uniform mat4 projectionMatrix; |
|
|
|
uniform mat4 modelviewMatrix; |
|
|
|
|
|
|
|
in vec3 vertexPosition; |
|
|
|
in vec2 vertexTexCoord; |
|
|
|
in vec4 vertexColor; |
|
|
|
|
|
|
|
out vec2 fragTexCoord; |
|
|
|
out vec4 fragColor; |
|
|
|
|
|
|
|
void main() |
|
|
|
{ |
|
|
|
// Pass some variables to the fragment shader |
|
|
|
fragTexCoord = vertexTexCoord; |
|
|
|
fragColor = vertexColor; |
|
|
|
|
|
|
|
// Apply all matrix transformations to vertex |
|
|
|
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); |
|
|
|
} |