TimeCoil/shaders/shader.vert

15 lines
273 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 col;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 frag_col;
void main()
{
frag_col = col;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}