21 lines
503 B
GLSL
21 lines
503 B
GLSL
#version 430 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 vecNormal;
|
|
out vec3 worldPos;
|
|
out vec2 vecTex;
|
|
|
|
void main()
|
|
{
|
|
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
|
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
|
vecTex = vertexTexCoord;
|
|
vecTex.y = 1.0 - vecTex.y;
|
|
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
|
} |