layout(location = 0) in vec3 vertex_position; | |
layout(location = 1) in vec3 tex_coords; | |
layout(location = 2) in float shading_value; | |
out vec3 local_position; | |
out vec3 interpolated_tex_coords; | |
out float interpolated_shading_value; | |
uniform mat4 matrix; | |
void main(void) { | |
local_position = vertex_position; | |
interpolated_tex_coords = tex_coords; | |
interpolated_shading_value = shading_value; | |
gl_Position = matrix * vec4(vertex_position, 1.0); | |
} |