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21 lines
475 B
GLSL
21 lines
475 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoord;
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uniform mat4 uModel;
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uniform mat4 uView;
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uniform mat4 uProjection;
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void main() {
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FragPos = vec3(uModel * vec4(aPosition, 1.0));
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Normal = mat3(transpose(inverse(uModel))) * aNormal;
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TexCoord = aTexCoord;
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gl_Position = uProjection * uView * vec4(FragPos, 1.0);
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}
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