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#version 410 core layout(location = 0) in vec3 inPosition; // layout(location = 1) in vec3 inNormal; // layout(location = 2) in vec2 inTexCoords; uniform Camera { mat4 view; mat4 proj; vec4 viewPos; } cam; out vec3 TexCoords; void main() { TexCoords = inPosition; vec4 pos = cam.proj * cam.view * vec4(inPosition, 1.0); gl_Position = pos.xyww; }