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authorJoshua Reisenauer <kd7tck@msn.com>2016-06-08 12:02:39 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-06-08 12:02:39 -0700
commit4f47f9033643e2d00efbf2cfa4d5ef9ee409e1ce (patch)
tree82e07b4125768cca503a04fb3eaae03412e36836 /examples/oculus_glfw_sample/base.vs
parent7bf2854e949a073535109327d18303ee31d0c322 (diff)
parent2d90cc59b6a338f9745dc1be398f8d8bef3f47bf (diff)
downloadraylib-4f47f9033643e2d00efbf2cfa4d5ef9ee409e1ce.tar.gz
raylib-4f47f9033643e2d00efbf2cfa4d5ef9ee409e1ce.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
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diff --git a/examples/oculus_glfw_sample/base.vs b/examples/oculus_glfw_sample/base.vs
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+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvpMatrix;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file