GRK_Room/cw 9/shaders/geo_ssao.vert
2023-02-12 22:28:02 +01:00

26 lines
561 B
GLSL

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