A vertex shader is ran once for every vertex within your geometry. Its whole purpose is to return an altered, or unaltered, vec4()
type containing the x
, y
, z
, and w
coordinates of the vertex currently being looped over.
In order to "return" this vec4()
type, you must assign it to an attribute called gl_Position
.
Add a gl_Position
attribute to your main
function and assign it a vec4()
with any number 0-1 for its x
, y
, z
, and w
values.