computer-grafik-1/u04/vertexShader.glsl

9 lines
261 B
GLSL

#version 330 core
layout (location = 0) in vec2 aPosition;
layout (location = 1) in float vertexValue;
uniform mat4 transformation;
out float fragmentValue;
void main() {
fragmentValue = vertexValue;
gl_Position = transformation * vec4(aPosition, 0.0, 1.0);
}