22 lines
600 B
GLSL
22 lines
600 B
GLSL
#version 330 core
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layout (location = 0) in vec3 vertexPosition;
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layout (location = 1) in vec3 vertexNormal;
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layout (location = 2) in vec2 vertexTexCoords;
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out vec3 fragPos;
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out vec3 interpNormal;
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out vec2 vTexCoords;
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uniform mat4 transformation;
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uniform mat4 matrixModel;
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void main()
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{
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fragPos = vec3(matrixModel * vec4(vertexPosition, 1.0));
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vTexCoords = vertexTexCoords;
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mat3 normalMatrix = transpose(inverse(mat3(matrixModel)));
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interpNormal = normalize(normalMatrix * vertexNormal);
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gl_Position = transformation * matrixModel * vec4(vertexPosition, 1.0);
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} |