29 lines
702 B
GLSL
29 lines
702 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 2) in vec3 aNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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out vec2 TexCoord;
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out vec3 FragPos;
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out vec3 Normal;
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out vec3 Tangent;
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out vec3 Bitangent;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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TexCoord = aTexCoord;
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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Tangent = mat3(transpose(inverse(model))) * aTangent;
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Bitangent = mat3(transpose(inverse(model))) * aBitangent;
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gl_Position = projection * view * vec4(FragPos, 1.0);
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} |