Pong/resources/shaders/Light.vert

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GLSL
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2024-07-01 19:55:24 -07:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform Transform {
mat4 mvp;
} transform;
layout(location = 0) in vec3 vPos;
layout(location = 1) in vec2 vUv;
layout(location = 0) out vec2 fUv;
void main() {
gl_Position = transform.mvp * vec4(vPos, 1.0);
fUv = vUv;
}