Kelsidavis-WoWee/assets/shaders/basic.vert

21 lines
475 B
GLSL

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