EnginPasTangible/shaders/generic.vs
2023-02-13 23:46:07 +01:00

26 lines
452 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 texCoord;
out vec2 FragCoord;
out float Time;
out vec2 MousePos;
out vec3 CamPos;
out vec3 CamDir;
uniform float iTime;
uniform vec2 iMousePos;
uniform vec3 iCamPos;
uniform vec3 iCamDir;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
FragCoord = texCoord;
Time=iTime;
MousePos = iMousePos;
CamPos = iCamPos;
CamDir = iCamDir;
}