2026-10-04 20:47:34 +02:00

11 lines
203 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPosition;
uniform mat4 uViewProjection;
uniform mat4 uTransform;
void main()
{
gl_Position = uViewProjection * uTransform * vec4(aPosition, 1.0);
}