20 lines
481 B
GLSL
20 lines
481 B
GLSL
#version 330 core
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uniform mat4 projection_matrix;
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uniform mat4 model_matrix;
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uniform mat4 view_matrix;
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layout(location=0) in vec3 in_position;
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layout(location=1) in vec3 in_color;
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out vec4 color;
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void main(void)
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{
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float zoom = 1.1f, chrominance = 1, luminance = 1;
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gl_Position =
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projection_matrix * view_matrix * model_matrix * vec4(in_position, zoom);
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color = vec4 (chrominance * in_color.rgb, luminance);
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}
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// https://learnopengl.com/Getting-started/Shaders |