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