Created
March 2, 2015 19:07
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#version 330 core | |
layout(location = 0) in vec3 pos; | |
layout(location = 1) in vec3 color; | |
out vec3 fragmentColor; | |
// Values that stay constant for the whole mesh. | |
uniform mat4 MVP; | |
void main() | |
{ | |
// Output position of the vertex, in clip space : MVP * position | |
gl_Position = MVP * vec4(pos,1); | |
// The color of each vertex will be interpolated | |
// to produce the color of each fragment | |
fragmentColor = color; | |
} |
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