16 lines
293 B
GLSL

#version 330
layout (location=0) in vec3 vertexPos;
layout (location=1) in vec2 texCoords;
out vec2 outTexCoords;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix*viewMatrix*vec4(vertexPos, 1);
outTexCoords = texCoords*vec2(1, -1);
}