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- #version 300 es
- layout (location = 0) in vec3 aPos;
- layout (location = 1) in vec2 tCoords;
- layout (location = 2) in vec3 tNorm;
- out vec2 tcoords;
- out vec3 tnorm;
- uniform mat4 view;
- uniform mat4 pers;
- uniform mat4 trans;
- uniform mat4 roth;
- uniform mat4 rotv;
- void main() {
- tcoords = tCoords;
- tnorm = tNorm;
- gl_Position = pers*rotv*roth*view*trans*vec4(aPos.x, aPos.y, aPos.z, 1.0);
- }
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