raidillon/assets/shaders/skybox.vert

15 lines
231 B
GLSL

#version 330 core
in vec3 position;
uniform mat4 view;
uniform mat4 projection;
out vec3 direction;
void main() {
direction = position;
vec4 pos = projection * view * vec4(position, 1.0);
gl_Position = pos.xyww;
}