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authorRay <[email protected]>2019-05-17 20:03:04 +0200
committerRay <[email protected]>2019-05-17 20:03:04 +0200
commit245cf2400e3f215b998d4e1f2ae1f9afefa0eb08 (patch)
tree15552dd041dab47c9ca23efbb4b8925c384beab2 /examples/models/resources/shaders/glsl330/cubemap.vs
parent0ec46e8976f48617fe39bc10a44ff7313d6b27ea (diff)
downloadraylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.tar.gz
raylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.zip
Review shader examples
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+/*******************************************************************************************
+*
+* rPBR [shader] - Equirectangular to cubemap vertex shader
+*
+* Copyright (c) 2017 Victor Fisac
+*
+**********************************************************************************************/
+
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 projection;
+uniform mat4 view;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Calculate final vertex position
+ gl_Position = projection*view*vec4(vertexPosition, 1.0);
+}