22 lines
475 B
GLSL
22 lines
475 B
GLSL
#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out vec3 WorldPos;
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out vec3 Normal;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat3 normalMatrix;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = normalMatrix * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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} |