scop/src/shader.vs

14 lines
225 B
GLSL

#version 330
layout (location = 0) in vec3 Position;
uniform float gScale;
flat out int vID;
void main()
{
gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0);
vID = gl_VertexID;
}