GRK/cw 7/shaders/shader_tex_2.vert

20 lines
479 B
GLSL
Raw Normal View History

2022-01-12 16:07:16 +01:00
#version 410 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 interpNormal;
out vec3 fragPos;
out vec2 uvCoord;
void main()
{
uvCoord = vertexTexCoord;
gl_Position = transformation * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
}