21 lines
432 B
GLSL
21 lines
432 B
GLSL
#version 330 core
|
|
|
|
layout(location = 0) in vec3 pos;
|
|
layout(location = 1) in vec2 texCoords;
|
|
layout(location = 2) in vec3 normal;
|
|
|
|
uniform mat4 model;
|
|
uniform mat4 view;
|
|
uniform mat4 proj;
|
|
|
|
out vec2 texCoord;
|
|
out vec3 normals;
|
|
out vec3 fragPos;
|
|
|
|
void main() {
|
|
texCoord = texCoords;
|
|
normals = mat3(transpose(inverse(model))) * normal;
|
|
fragPos = vec3(model * vec4(pos, 1.0));
|
|
|
|
gl_Position = proj * view * model * vec4(pos, 1.0);
|
|
} |