EnginPasTangible/shaders/generic.vs

35 lines
618 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 texCoord;
out vec2 FragCoord;
out float Time;
out vec3 Ex;
out vec3 Ey;
out vec3 Ez;
out vec3 CamPos;
out float fovValue;
out float FacteurLargeur;
uniform float iTime;
uniform vec3 iEx;
uniform vec3 iEy;
uniform vec3 iEz;
uniform vec3 iCamPos;
uniform float iFovValue;
uniform float iFacteurLargeur;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
FragCoord = texCoord;
Time=iTime;
Ex = iEx;
Ey = iEy;
Ez = iEz;
CamPos = iCamPos;
fovValue = iFovValue;
FacteurLargeur=iFacteurLargeur;
}