Modules/3DEditor/rsc/shaders/default.vert
2024-11-24 21:58:17 +03:00

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238 B
GLSL

#version 330 core
layout(location = 0) in vec3 Point;
uniform vec4 Origin;
uniform mat4 Basis;
uniform mat4 Camera;
void main() {
vec4 transformed = (Basis * vec4(Point.xyz, 1.0)) + Origin;
gl_Position = Camera * transformed;
}