Grafika_Komputerowa_Interst.../cw 7/shaders/rocket.vert

18 lines
427 B
GLSL

#version 330 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
out vec3 fragNormal;
out vec2 fragTexCoord;
uniform mat4 transformation;
uniform mat4 modelMatrix;
void main()
{
gl_Position = transformation * modelMatrix * vec4(inPosition, 1.0);
fragNormal = mat3(transpose(inverse(modelMatrix))) * inNormal;
fragTexCoord = inTexCoord;
}