Files
RealTimeFractal/Shaders/Vertex.glsl

11 lines
241 B
GLSL

#version 460 core
layout(location = 0) uniform mat4 viewMatrix;
layout(location = 1) uniform mat4 projectionMatrix;
layout(location = 0) in vec3 position;
void main()
{
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}