PixelWars/shaders/skybox.vert.glsl

21 lines
413 B
GLSL

#version 330 core
layout(location = 0)in vec3 inPosition;
layout(location = 2)in vec2 inTexCoord;
layout(location = 1)in vec3 inNormal;
uniform float flatSphere;
uniform mat4 mvp;
uniform vec3 camera;
out vec2 texCoord;
out vec3 normal;
void main(void)
{
texCoord = vec2(inTexCoord.x, inTexCoord.y);
normal = inNormal.xyz;
vec4 projPos = mvp * vec4(-inPosition, 1.0);
gl_Position = projPos;
}