bettola/assets/shaders/sky.vert

14 lines
235 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 view;
uniform mat4 projection;
out vec3 v_WorldPos;
void main() {
v_WorldPos = aPos;
vec4 pos = projection * view * vec4(aPos, 1.0);
gl_Position = pos.xyww;
}