JungleOpenSourceProjectRepo/res/demo.vs

17 lines
353 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform ivec2 index;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2((aTexCoord.x + index.x)/16, (aTexCoord.y + index.y)/16);
}