KStarbound/src/main/resources/shaders/tile.vsh
2022-09-11 11:26:15 +07:00

17 lines
301 B
GLSL

#version 460
layout (location = 0) in vec3 _pos;
layout (location = 1) in vec2 _uv_in;
layout (location = 2) in float _hsv_in;
out vec2 _uv_out;
out float _hsv_vertex;
uniform mat4 _transform;
void main() {
_uv_out = _uv_in;
_hsv_vertex = _hsv_in;
gl_Position = _transform * vec4(_pos, 1.0);
}