Grafika2023/PlanetCreator/cw 6/shaders/shader_pbr_instanced.vert

21 lines
542 B
GLSL

#version 430 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
layout(location = 6) in mat4 transformations;
layout(location = 10) in mat4 modelMatrix;
out vec2 texCoords;
out vec3 fragNormal;
out vec3 fragPosition;
uniform sampler2D colorTexture;
void main()
{
gl_Position = transformations * vec4(inPosition, 1.0);
fragPosition = (modelMatrix* vec4(inPosition,1)).xyz;
texCoords = inTexCoord;
fragNormal = (modelMatrix* vec4(inNormal,0)).xyz;
}