TDT4230_final_project/res/shaders/simple.vert

15 lines
272 B
GLSL

#version 430 core
in layout(location = 0) vec3 position;
in layout(location = 1) vec3 normal_in;
uniform layout(location = 3) mat4 MVP;
out layout(location = 0) vec3 normal_out;
void main()
{
normal_out = normal_in;
gl_Position = MVP * vec4(position, 1.0f);
}