1 2 3 4 5 6 7 8 9 10 11 12 13
#version 130 in vec3 position; in vec2 tex; out vec2 frag_tex; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main(void) { frag_tex = tex; gl_Position = projection * view * model * vec4(position.xyz, 1.0); }