#version 330 core // -------------------------------------------------------------------------------- // Uniforms // -------------------------------------------------------------------------------- uniform mat4 u_vmat; // -------------------------------------------------------------------------------- // Vertex inputs // -------------------------------------------------------------------------------- layout (location = 0) in vec3 v_in_p; layout (location = 1) in vec2 v_in_t; layout (location = 2) in vec3 v_in_n; // -------------------------------------------------------------------------------- // Vertex outputs // -------------------------------------------------------------------------------- out vec3 v_p; out vec2 v_t; out vec3 v_n; // -------------------------------------------------------------------------------- // Main // -------------------------------------------------------------------------------- void main() { v_p = v_in_p; v_t = v_in_t; v_n = v_in_n; gl_Position = u_vmat * vec4(v_p, 1.0f); }