/******************************************************************************************* * * rPBR [shader] - Equirectangular to cubemap vertex shader * * Copyright (c) 2017 Victor Fisac * **********************************************************************************************/ #version 330 // Input vertex attributes in vec3 vertexPosition; // Input uniform values uniform mat4 projection; uniform mat4 view; // Output vertex attributes (to fragment shader) out vec3 fragPosition; void main() { // Calculate fragment position based on model transformations fragPosition = vertexPosition; // Calculate final vertex position gl_Position = projection*view*vec4(vertexPosition, 1.0); }