prosperon/source/shaders/3d/vertex.glsl

22 lines
524 B
Plaintext
Raw Permalink Normal View History

2022-06-21 23:16:14 -05:00
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.f));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0f); // see how we directly give a vec3 to vec4's constructor
}