Switch-Toolbox/Toolbox/Shader/PBR/irradianceShader.vert

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GLSL
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#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 WorldPos;
uniform mat4 projection;
uniform mat4 view;
void main()
{
WorldPos = aPos;
gl_Position = projection * view * vec4(WorldPos, 1.0);
}