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- // Vertex Shader
- #version 330 core
- // Input vertex data, different for all executions of this shader.
- layout(location = 0) in vec3 vertexPosition_modelspace;
- layout(location = 1) in vec3 vertexColor;
- // Output data ; will be interpolated for each fragment.
- //out vec2 UV;
- 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(vertexPosition_modelspace,1);
- // UV of the vertex. No special space for this one.
- //UV = vertexUV;
- fragmentColor = vertexColor;
- }
- // Fragment Shader
- #version 330 core
- // Interpolated values from the vertex shaders
- in vec3 fragmentColor;
- // Ouput data
- out vec3 color;
- void main()
- {
- // Output color = color specified in the vertex shader,
- // interpolated between all 3 surrounding vertices
- color = fragmentColor;
- }
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