fixed recursive build script
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vg / standard.vs.glsl
1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec3 a_norm;
3 layout (location=2) in vec4 a_colour;
4 layout (location=3) in vec2 a_uv;
5
6 #line 2 0
7
8 uniform mat4 uPv;
9 uniform mat4x3 uMdl;
10
11 out vec4 aColour;
12 out vec2 aUv;
13 out vec3 aNorm;
14 out vec3 aCo;
15
16 void main()
17 {
18 gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );
19 aColour = a_colour;
20 aUv = a_uv;
21 aNorm = mat3(uMdl) * a_norm;
22 aCo = a_co;
23 }