procedural-3d-engine/shaders/glsl/tessellation/base.vert

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2016-02-16 15:07:25 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
void main(void)
{
gl_Position = vec4(inPos.xyz, 1.0);
outNormal = inNormal;
outUV = inUV;
}