fast-nuclear-sim/assets/shader/light.vsh

21 lines
348 B
GLSL

#version 460 core
layout (location = 2) in vec4 aPos;
layout (location = 4) in vec4 aColour;
layout (location = 5) in vec3 aMaterial;
uniform mat4 model;
uniform mat4 camera;
out float emissive;
out float base_transparency;
void main()
{
gl_Position = camera * model * aPos;
base_transparency = 1.f - aColour.a;
emissive = aMaterial[2];
}