Files
PBR-Demo/assets/shaders/cubemap_vertex.glsl
T
2024-08-22 14:06:11 +02:00

13 lines
218 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);
}