umbra/resources/walrus/cube.vert

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#version 450
layout(std140, push_constant) uniform Transform {
mat4 matrix;
} transf;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_uv;
layout(location = 0) out vec2 texCoord;
void main() {
gl_Position = transf.matrix * vec4(in_pos, 1.0);
texCoord = in_uv;
}