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gltut / data / Unlit.vert

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Jason McKesson 1fb402b 















#version 330

layout(std140) uniform;

layout(location = 0) in vec3 position;

uniform Projection
{
	mat4 cameraToClipMatrix;
};

uniform mat4 modelToCameraMatrix;

void main()
{
	gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));
}