basic.vs (215B)
1 #version 330 core 2 3 layout(location = 0) in vec3 in_position; 4 5 out vec3 frag_pos; 6 7 uniform mat4 camera; 8 uniform int time; 9 10 void main() 11 { 12 frag_pos = in_position; 13 gl_Position = camera * vec4(frag_pos, 1.0); 14 } 15