| layout(location = 0) in vec3 vertex_position; | |
| layout(location = 1) in vec3 tex_coords; | |
| layout(location = 2) in float shading_value; | |
| out vec3 local_position; | |
| out vec3 interpolated_tex_coords; | |
| out float interpolated_shading_value; | |
| uniform mat4 matrix; | |
| void main(void) { | |
| local_position = vertex_position; | |
| interpolated_tex_coords = tex_coords; | |
| interpolated_shading_value = shading_value; | |
| gl_Position = matrix * vec4(vertex_position, 1.0); | |
| } |