PrusaSlicer-NonPlainar/resources/shaders/140/flat.vs

12 lines
197 B
GLSL

#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
in vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}