voxspatium/data/shaders/chunk.vert

17 lines
280 B
GLSL

#version 330
in vec3 position;
in vec3 normal;
in vec2 uv;
out vec3 testo;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
testo = normal;
}