
this is needed so we can later ff public/stable (currently at version_2.5.2) to version_2.6.0
15 lines
265 B
GLSL
15 lines
265 B
GLSL
#version 140
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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in vec3 v_position;
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in vec2 v_tex_coord;
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out vec2 tex_coord;
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void main()
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{
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tex_coord = v_tex_coord;
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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}
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