rayjs/examples/models/resources/shaders/glsl330/cubemap.vs

21 lines
438 B
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Calculate final vertex position
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
}