22 lines
642 B
GLSL
22 lines
642 B
GLSL
#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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out vec2 vertexTexCoordOut;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
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vertexNormalOut = worldNormal.xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vertexTexCoordOut = vertexTexCoord;
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vertexTexCoordOut.y = 1 - vertexTexCoord.y;// corrects inversion (bottom at top) of the earth
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} |