untitled/shaders/triangle.vert
2025-07-30 13:14:22 +01:00

16 lines
552 B
GLSL

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