25 lines
512 B
GLSL
25 lines
512 B
GLSL
#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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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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out vec3 Normal;
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out vec3 worldPos;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = -vertexTexCoord;
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worldPos = vec3(modelMatrix * vec4(vertexPosition,1));
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Normal = normalize((modelMatrix * vec4(vertexNormal,0)).xyz);
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gl_Position = transformation * vec4(worldPos, 1.0);
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}
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