19 lines
341 B
GLSL
19 lines
341 B
GLSL
#version 430 core
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layout (location = 0) in vec3 position;
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out vec3 frag_position;
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uniform mat4 view_matrix;
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uniform mat4 view_matrix_inverse;
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uniform mat4 model_matrix;
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uniform float time;
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void main()
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{
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frag_position = position;
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vec4 world_position = model_matrix * vec4(position, 1.0);
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gl_Position = view_matrix * world_position;
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}
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