3 layout (location = 0) in vec3 pos;
\r
4 layout (location = 1) in vec3 normal;
\r
5 layout (location = 2) in vec2 uv;
\r
12 uniform mat4 projection;
\r
16 // lay out the model in the XY-plane according to it's UV coordinates
\r
17 gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
\r
18 // pass fragment position in world coordinates
\r
19 FragPos = vec3(model * vec4(pos, 1.0));
\r