42_cube3D/MLX42/shaders/default.vert

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GLSL
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2023-04-26 07:39:03 -04:00
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
layout(location = 2) in int aTexIndex;
out vec2 TexCoord;
flat out int TexIndex;
uniform mat4 ProjMatrix;
void main()
{
gl_Position = ProjMatrix * vec4(aPos, 1.0);
TexCoord = aTexCoord;
TexIndex = aTexIndex;
}