23 lines
504 B
GLSL
23 lines
504 B
GLSL
#version 430 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 vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoords;
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layout(std140, binding = 0) uniform Matrices
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{
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mat4 projection;
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mat4 view;
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};
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uniform mat4 model;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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}
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