16 lines
294 B
GLSL

// shaders/axes.vert
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
out vec3 fragmentColor;
uniform mat4 MVP;
void main(){
gl_Position = MVP * vec4(vertexPosition_modelspace, 1.0);
fragmentColor = vertexColor;
}