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#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texture_coords;
layout (location = 3) in vec3 normal;
out vec3 in_frag_color;
out vec3 in_frag_pos;
out vec2 in_texture_coords;
out vec3 in_normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(pos, 1.0);
in_frag_color = color;
in_frag_pos = vec3(model * vec4(pos, 1.0));
in_texture_coords = texture_coords;
// TODO: Do this using CPU for performance increase
in_normal = mat3(transpose(inverse(model))) * normal;
}
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