grk464933/cw 6/shaders/shader_5_1_tex.vert
2024-02-02 11:19:35 +01:00

21 lines
520 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 fragTexCoord;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
fragTexCoord = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
gl_Position = transformation * vec4(vertexPosition, 1.0);
}