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#version 330
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 tex_coords;
layout(location = 2) in float shading_value;
out vec3 local_position;
out vec3 interpolated_tex_coords;
out float interpolated_shading_value;
uniform mat4 matrix;
void main(void) {
local_position = vertex_position;
interpolated_tex_coords = tex_coords;
interpolated_shading_value = shading_value;
gl_Position = matrix * vec4(vertex_position, 1.0);
} |