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

18 lines
242 B
GLSL

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