14 lines
327 B
GLSL
14 lines
327 B
GLSL
#version 330 core
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 Position_modelspace;
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// Output data ; will be interpolated for each fragment.
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out vec2 UV;
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void main(){
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gl_Position = vec4(Position_modelspace,1);
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UV = (Position_modelspace.xy+vec2(1,1))/2.0;
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}
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