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27 lines
491 B
Text
27 lines
491 B
Text
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#version 330 compatibility
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uniform mat4 projectionMatrix;
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// vec4 mw_modelToClip(vec4 pos);
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// vec4 mw_modelToView(vec4 pos);
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// vec4 mw_viewToClip(vec4 pos);
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uniform vec3 passColor;
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uniform vec3 trans;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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out vec3 vertexColor;
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out vec3 vertexNormal;
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void main()
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{
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gl_Position = projectionMatrix * gl_ModelViewMatrix * vec4(aPos + trans, 1.);
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vertexNormal = aNormal;
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vertexColor = passColor.xyz;
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}
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