TDT4230_final_project/res/shaders/simple.vert

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#version 430 core
in layout(location = 0) vec3 position;
in layout(location = 1) vec3 normal_in;
uniform layout(location = 3) mat4 MVP;
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uniform layout(location = 4) mat4 MV;
uniform layout(location = 5) mat4 MVnormal;
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out layout(location = 0) vec3 normal_out;
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out layout(location = 1) vec3 vertex_out;
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void main()
{
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normal_out = normalize(vec3(MVnormal * vec4(normal_in, 1.0f)));
vertex_out = vec3(MV*vec4(position, 1.0f));
gl_Position = MVP * vec4(position, 1.0f);
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}