22 lines
508 B
GLSL
22 lines
508 B
GLSL
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#version 430 core
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inTexCoord;
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out vec2 texCoords;
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out vec3 fragNormal;
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out vec3 fragPosition;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform sampler2D colorTexture;
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void main()
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{
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gl_Position = transformation * vec4(inPosition, 1.0);
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fragPosition = (modelMatrix* vec4(inPosition,1)).xyz;
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texCoords = inTexCoord;
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fragNormal = (modelMatrix* vec4(inNormal,0)).xyz;
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}
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