Files
axyz/resources/Shaders/Picking.vert.glsl
T

18 lines
364 B
GLSL

#version 430
uniform mat4 PVM;
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 = PVM * vec4(Position, 1.0);
Output.Position = Position, 1.0;
}