24 lines
531 B
GLSL
24 lines
531 B
GLSL
#version 330 core
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layout (location=0) in vec3 a_pos;
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layout (location=1) in vec2 a_tex_coords;
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layout (location=2) in vec3 a_norm;
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out vec2 tex_coords;
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out vec3 normal;
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out vec3 frag_pos;
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out vec4 frag_pos_light;
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uniform mat4 vp;
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uniform mat4 model;
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uniform mat4 proj;
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uniform mat4 lsm;
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void main() {
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frag_pos = vec3(model * vec4(a_pos, 1.0));
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gl_Position = proj * vp * vec4(frag_pos, 1.0);
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tex_coords = a_tex_coords;
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normal = mat3(transpose(inverse(model))) * a_norm;
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frag_pos_light = lsm * vec4(frag_pos, 1.0);
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}
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