/******************************************************************************************* * * 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 fragPos void main() [ # Calculate fragment position based on model transformations fragPos = vertexPosition # Calculate final vertex position gl_Position = projection*view*vec4(vertexPosition, 1.0) ]