18 lines
418 B
GLSL
18 lines
418 B
GLSL
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#version 430 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 vertexTexCoord;
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uniform mat4 viewProjectionMatrix;
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uniform mat4 modelMatrix;
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//uniform mat4 LightVP;
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//out vec4 sunSpacePos;
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void main()
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{
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gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
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// sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
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}
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