shader330.vert 305 B

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  1. #version 330 core
  2. in vec2 texcoord;
  3. in vec2 position;
  4. in vec4 diffuse;
  5. out vec2 texcoord_var;
  6. out vec4 diffuse_var;
  7. uniform mat3 modelviewprojection;
  8. void main(void)
  9. {
  10. texcoord_var = texcoord;
  11. diffuse_var = diffuse;
  12. gl_Position = vec4(vec3(position, 1) * modelviewprojection, 1.0);
  13. }
  14. /* EOF */