16 lines
552 B
GLSL
16 lines
552 B
GLSL
#version 330 core
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layout(location = 0) in vec3 position; // Vertex position
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layout(location = 1) in vec2 texCoords; // Texture coordinates
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out vec3 color; // Output color to the fragment shader
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
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color = position + vec3(0.5); // Set the color based on the vertex position
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TexCoord = texCoords; // Pass texture coordinates to the fragment shader
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} |