15 lines
337 B
GLSL
15 lines
337 B
GLSL
#version 330 core
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layout(location = 0) in vec3 aPos; // Vertex position
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layout(location = 1) in vec2 aUV; // Texture UV coordinate (optional)
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uniform mat4 uMVP; // Combined Model-View-Projection matrix
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out vec2 vUV; // Pass UV to the fragment shader
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void main()
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{
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vUV = aUV;
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gl_Position = uMVP * vec4(aPos, 1.0);
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}
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