21 lines
487 B
GLSL
21 lines
487 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 modelMatrix;
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out vec3 FragPos;
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out vec3 Normal;
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void main()
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{
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vec4 rotatedPosition = modelMatrix * vec4(vertexPosition, 1.0);
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gl_Position = transformation * rotatedPosition;
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Normal = mat3(transpose(inverse(transformation))) * vertexNormal;
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FragPos = rotatedPosition.xyz;
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}
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