24 lines
594 B
GLSL
24 lines
594 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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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 vecTex;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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