Space-Project/shaders/shader_bloom.vert
2021-01-24 01:02:35 +01:00

22 lines
600 B
GLSL

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