In a vertex shader using Vizard, I understand that this GLSL pattern currently works fine:
Code:
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
However, what is the suggested way to set-up the data on the Vizard side to use GLSL code that looks more like this?
Code:
uniform mat4 projMat;
uniform mat4 viewMat;
uniform mat4 modelMat;
layout (location = 0) in vec3 position;
void main()
{
gl_Position = projMat * viewMat * modelMat * vec4(position, 1.0);
}
Thanks for your help!