Files
TDT4230/res/shaders/simple.vert

22 lines
667 B
GLSL

#version 430 core
in layout(location = 0) vec3 position;
in layout(location = 1) vec3 normal_in;
in layout(location = 2) vec2 textureCoordinates_in;
uniform layout(location = 3) mat4 MVP;
uniform layout(location = 4) mat4 modelMatrix;
uniform layout(location = 5) mat3 normalMatrix;
out layout(location = 0) vec3 normal_out;
out layout(location = 1) vec2 textureCoordinates_out;
out layout(location = 2) vec3 worldSpaceVertices;
void main()
{
worldSpaceVertices = vec3(modelMatrix * vec4(position, 1.0));
normal_out = normalize(normalMatrix * normal_in);
textureCoordinates_out = textureCoordinates_in;
gl_Position = MVP * vec4(position, 1.0f);
}