framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gate.vs
1 #include "vertex_standard.glsl"
2 uniform mat4 uPv;
3 uniform mat4x3 uMdl;
4
5 out vec3 aNorm;
6 out vec2 aUv;
7 out vec3 aCo;
8
9 void main()
10 {
11 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
12 gl_Position = uPv * vec4(world_pos,1.0);
13
14 aNorm = a_norm;
15 aCo = world_pos;
16 aUv = a_uv;
17 }