25 lines
620 B
GLSL
25 lines
620 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aInputPosition;
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layout (location = 1) in vec3 aInputNormal;
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layout (location = 2) in vec2 aTextureCoord;
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uniform mat4 model_matrix;
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uniform mat4 normal_matrix;
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uniform mat4 projection_view_matrix;
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uniform vec3 camera_position;
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoord;
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out vec3 ViewPos;
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void main()
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{
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gl_Position = projection_view_matrix * model_matrix * vec4(aInputPosition, 1.0);
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Normal = vec3(normal_matrix * vec4(aInputNormal, 0.0));
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FragPos = vec3(model_matrix * vec4(aInputPosition, 1.0));
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TexCoord = aTextureCoord;
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ViewPos = camera_position;
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}
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