23 lines
526 B
GLSL
23 lines
526 B
GLSL
#version 330
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 tex;
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layout (location = 2) in vec3 norm;
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out vec4 vertex_color;
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out vec2 texture_coord;
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out vec3 normal;
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out vec3 frag_pos;
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uniform mat4 projection;
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uniform mat4 model;
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uniform mat4 view;
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void main() {
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gl_Position = projection * view * model * vec4(pos, 1.0);
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vertex_color = vec4(clamp(pos, 0.0f, 1.0f), 1.0f);
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texture_coord = tex;
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normal = mat3(transpose(inverse(model))) * norm;
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frag_pos = (model * vec4(pos, 1.0)).xyz;
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}
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