16 lines
283 B
GLSL
16 lines
283 B
GLSL
#version 100
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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attribute vec3 v_position;
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attribute vec2 v_tex_coord;
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varying 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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