leocad/resources/shaders/unlit_view_sphere_vs.glsl
2018-11-22 16:13:02 -08:00

10 lines
242 B
GLSL

LC_VERTEX_INPUT vec3 VertexPosition;
LC_VERTEX_OUTPUT vec3 PixelNormal;
uniform mat4 WorldViewProjectionMatrix;
void main()
{
PixelNormal = normalize(VertexPosition);
gl_Position = WorldViewProjectionMatrix * vec4(VertexPosition, 1.0);
}