grakopro/cw_8/shaders/pbr.vert

25 lines
517 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;
uniform vec3 cameraPos;
out vec3 Normal;
out vec3 worldPos;
out vec2 TexCoords;
void main()
{
TexCoords = vertexTexCoord;
worldPos = vec3(modelMatrix * vec4(vertexPosition,1));
Normal = normalize((modelMatrix * vec4(vertexNormal,0)).xyz);
gl_Position = transformation * vec4(vertexPosition, 1.0);
}