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32 lines
386 B
GLSL
32 lines
386 B
GLSL
#version 330 core
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in vec3 v_pos;
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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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layout (std140)
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uniform u_globals {
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mat4 view_mat;
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mat4 proj_mat;
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vec4 cam_pos;
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vec4 focus_pos;
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vec4 view_distance;
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vec4 time_of_day;
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vec4 tick;
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};
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out vec3 f_pos;
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void main() {
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f_pos = v_pos;
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gl_Position =
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proj_mat *
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view_mat *
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vec4(v_pos + cam_pos.xyz, 1);
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gl_Position.z = 0.0;
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}
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