26 lines
554 B
GLSL
26 lines
554 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 transformation;
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out vec3 FragNormal;
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uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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out vec3 viewDir;
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out vec4 vertexPosWorld;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec4 transformedNormal = modelMatrix * vec4(vertexNormal, 0.0);
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FragNormal = normalize(transformedNormal.xyz);
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vertexPosWorld = modelMatrix * vec4(vertexPosition, 1.0);
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}
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