DoorNroll/assets/shaders/postprocess.vs

20 lines
378 B
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}