Files
axyz/resources/Shaders/Picking.vert.glsl
T
2016-02-08 17:37:18 +01:00

21 lines
397 B
GLSL

#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
out VertexData{
vec3 Position;
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.Position = Position, 1.0;
}