Space-Project/shaders/shader_tex.vert

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 2) in vec3 vertexNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
out vec3 interpNormal;
out vec3 fragPos;
out vec2 vTexCoord;
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void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
vTexCoord = vertexTexCoord;
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}