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PBR-Demo/assets/shaders/cubemap_vertex.glsl
T
2024-10-15 18:56:25 +02:00

14 lines
219 B
GLSL

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