26 lines
561 B
GLSL
26 lines
561 B
GLSL
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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out vec3 FragPos;
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out vec2 TexCoords;
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out vec3 Normal;
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uniform bool invertedNormals;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main(){
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vec4 viewPos = view * model * vec4(aPos, 1.0);
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FragPos = viewPos.xyz;
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TexCoords = aTexCoords;
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mat3 normalMatrix = transpose(inverse(mat3(view * model)));
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Normal = normalMatrix * (invertedNormals ? -aNormal : aNormal);
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gl_Position = projection * viewPos;
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}
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