grk_5sem_labs/cw 6/shaders/shader_proc_tex.vert

25 lines
604 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 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexPosOut;
out vec2 vertexTexCoordOut;
out vec3 vertexLocPos;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
vertexNormalOut = worldNormal.xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
vertexLocPos = vertexPosition;
}