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TDT4195/gloom-rs/shaders/simple.vert
2025-10-03 14:24:34 +02:00

19 lines
468 B
GLSL

#version 410 core
layout(location=0) in vec3 position;
layout(location=1) in vec4 vertex_colors;
layout(location=2) in vec3 normal;
uniform mat4 mvp_transform;
uniform mat4 model_transform;
out vec4 fragment_colors;
out vec3 normal_vec;
out vec3 viewing_vec;
void main()
{
gl_Position = mvp_transform * vec4(position, 1.0f);
fragment_colors = vertex_colors;
normal_vec = normalize(mat3(model_transform) * normal);
viewing_vec = vec3(-gl_Position);
}