PlanetEditor/grk/cw 6/shaders/shader_sun.vert

22 lines
507 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;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vtc;
void main()
{
worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
}