voksel/res/shaders/chunk.vs.glsl
2022-11-05 21:14:50 +03:00

17 lines
427 B
GLSL

#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec4 light;
layout (location = 3) in float sunlight;
out vec2 passTexCoord;
out vec3 passLight;
uniform mat4 mvpMatrix;
uniform float globalSunlight;
void main() {
gl_Position = mvpMatrix * vec4(pos, 1.0f);
passTexCoord = vec2(texCoord.x, 1.0f - texCoord.y);
passLight = light.rgb * light.a;
}