Uses workaround so material slots are used when neither blender-internal or cycles are enabled.
16 lines
183 B
GLSL
16 lines
183 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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in vec2 uv;
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in vec3 pos;
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out vec2 uv_interp;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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uv_interp = uv;
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}
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