main_v.glsl (460B)
1 #version 300 es 2 3 // TODO: dynamically insert the version header after loading the file 4 5 layout (location = 0) in vec2 position; 6 layout (location = 1) in vec2 a_tex_coords; 7 8 out vec4 vertex_color; 9 out vec2 tex_coord; 10 11 uniform mat4 model; 12 uniform mat4 view; 13 uniform mat4 projection; 14 uniform vec3 color; 15 16 void main() 17 { 18 gl_Position = projection * view * model * vec4(position, 0.0f, 1.0f); 19 vertex_color = vec4(color, 1.0f); 20 tex_coord = a_tex_coords; 21 }