voksel/res/shaders/chunk.vs.glsl

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2021-08-26 16:26:45 +03:00
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
out vec2 passTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
gl_Position = projection * view * model * vec4(pos, 1.0f);
passTexCoord = texCoord;
}