LearnOpenGL/Shaders/pbr.vs

22 lines
475 B
GLSL

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