~plainCterraindatashaders
42 itemsDownload ./*

..
frag_shader_clouds.glsl
frag_shader_cube.glsl
frag_shader_depth.glsl
frag_shader_fire.glsl
frag_shader_fireball.glsl
frag_shader_lava.glsl
frag_shader_line.glsl
frag_shader_main.glsl
frag_shader_moon.glsl
frag_shader_post.glsl
frag_shader_sky.glsl
frag_shader_stencil.glsl
frag_shader_sun.glsl
frag_shader_t3d.glsl
frag_shader_terrain.glsl
frag_shader_text.glsl
frag_shader_ui.glsl
frag_shader_vortex.glsl
frag_shader_water2.glsl
frag_shader_water_depth.glsl
frag_shader_water_height.glsl
vert_shader_clouds.glsl
vert_shader_cube.glsl
vert_shader_depth.glsl
vert_shader_fire.glsl
vert_shader_fireball.glsl
vert_shader_lava.glsl
vert_shader_line.glsl
vert_shader_main.glsl
vert_shader_moon.glsl
vert_shader_post.glsl
vert_shader_sky.glsl
vert_shader_stencil.glsl
vert_shader_sun.glsl
vert_shader_t3d.glsl
vert_shader_terrain.glsl
vert_shader_text.glsl
vert_shader_ui.glsl
vert_shader_vortex.glsl
vert_shader_water2.glsl
vert_shader_water_depth.glsl
vert_shader_water_height.glsl


shadersvert_shader_cube.glsl
479 B• 9•  1 month ago•  DownloadRawClose
1 month ago•  9

{}
#version 330 core
layout (location = 0) in vec3 vPos;
layout (location = 1) in vec3 vColor;
layout (location = 2) in vec2 vTexCoord;
layout (location = 3) in vec3 vNormal;
//varying vec3 color;
uniform mat4 MVP;

out vec3 ourColor;
out vec3 ourNormal;
out vec2 TexCoord;
out vec3 FragPos;

void main()
{
   gl_Position = MVP * vec4(vPos, 1.0);
	ourColor = vColor;
	TexCoord = vec2(vTexCoord.x, vTexCoord.y);
    FragPos = vec3(MVP * vec4(vPos, 1.0));
    ourNormal = vNormal;
};

Top
©twily.info 2013 - 2025
twily at twily dot info



2 272 884 visits
... ^ v