22 lines
496 B
GLSL
22 lines
496 B
GLSL
#version 330
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//constant projection matrix
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uniform mat4 fg_ProjectionMatrix;
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uniform mat4 fg_ModelMatrix;
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//vertex-data
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in vec4 fg_Color;
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in vec3 fg_VertexIn;
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//in vec3 fg_Normal;
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//output-data for later stages
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smooth out vec4 fg_SmoothColor;
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void main()
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{
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//transform vec3 into vec4, setting w to 1
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vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
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fg_SmoothColor = fg_Color;
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// + 0.001* fg_Normal.xyzx;
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gl_Position = fg_ProjectionMatrix * fg_ModelMatrix * fg_Vertex;
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} |