Files
VoxelEngine/Assets/shaders/chunk.vert

20 lines
416 B
GLSL

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUv;
layout(location = 2) in float aShade;
out vec2 vUv;
out float vShade;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vUv = aUv;
vShade = aShade;
// Vector-on-left convention; matrices are uploaded with transpose=true.
gl_Position = vec4(aPos, 1.0) * model * view * projection;
}