16 lines
339 B
GLSL
16 lines
339 B
GLSL
#version 330 core
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layout (location = 0) in vec3 in_Position;
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layout (location = 1) in vec4 in_Color;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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out vec4 fragColor;
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void main() {
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);
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fragColor = in_Color;
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}
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