20 lines
383 B
GLSL
20 lines
383 B
GLSL
#version 330 core
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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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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out vec3 normal;
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out vec3 fragPosWorld;
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void main()
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{
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fragPosWorld = vec3(uModel * vec4(inPos, 1.0));
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normal = vec3(uModel * vec4(inNormal, 0.0));
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gl_Position = uProjection * uView * uModel * vec4(inPos, 1.0f);
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}
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