grk464933/cw 6/shaders/shader_proc_tex.vert

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2024-02-02 11:19:35 +01:00
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
out vec3 FragNormal;
uniform mat4 modelMatrix;
uniform vec3 cameraPos;
out vec3 viewDir;
out vec4 vertexPosWorld;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec4 transformedNormal = modelMatrix * vec4(vertexNormal, 0.0);
FragNormal = normalize(transformedNormal.xyz);
vertexPosWorld = modelMatrix * vec4(vertexPosition, 1.0);
}