15 lines
291 B
GLSL
15 lines
291 B
GLSL
#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 0) out vec2 texCoord;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 mpv;
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float time;
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};
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void main() {
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gl_Position = mpv*vec4(aPos, 1.0);
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texCoord = aTexCoord;
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} |