Tesseract-Engine/assets/shaders/UnlitMaterial.vert

15 lines
337 B
GLSL

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