vertex_shader.glsl 270 B

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  1. #version 300 es
  2. layout (location = 0) in vec3 aPos;
  3. layout (location = 1) in vec2 tCoords;
  4. layout (location = 2) in vec3 tNorm;
  5. out vec2 tcoords;
  6. out vec3 tnorm;
  7. void main() {
  8. tcoords = tCoords;
  9. tnorm = tNorm;
  10. gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
  11. }