GRK-Projekt/grafika_projekt/shaders/shader_tex.vert

21 lines
521 B
GLSL

#version 410 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
out vec3 interpNormal;
out vec2 interpTexCoord;
out vec3 fragPos;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
interpTexCoord = vertexTexCoord;
}