grk_5sem_labs/cw 7/shaders/shader_5_1_tex.vert

28 lines
794 B
GLSL

#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexTangentOut;
out vec3 vertexBitangentOut;
out vec3 vertexPosOut;
out vec2 vertexTexCoordOut;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vertexNormalOut = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vertexTangentOut = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vertexBitangentOut = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
}