21 lines
525 B
GLSL
21 lines
525 B
GLSL
#version 410 core
|
|
|
|
layout(location = 0) in vec3 vertexPosition;
|
|
layout(location = 1) in vec3 vertexNormal;
|
|
layout(location = 2) in vec2 vertexTexCoord;
|
|
layout(location = 3) in vec3 vertexTangent;
|
|
layout(location = 4) in vec3 vertexBitangent;
|
|
|
|
|
|
uniform mat4 transformation;
|
|
uniform mat4 modelMatrix;
|
|
out vec3 interpNormal;
|
|
out vec3 fragPos;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
|
interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
|
|
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
|
|
}
|