32 lines
820 B
GLSL
32 lines
820 B
GLSL
#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec2 vertexTexCoord2;
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in vec3 vertexNormal;
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// in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec2 fragTexCoord2;
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// out vec4 fragColor;
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out vec3 fragNormal;
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void main() {
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// Send vertex attributes to fragment shader
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fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
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fragTexCoord = vertexTexCoord;
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fragTexCoord2 = vertexTexCoord2;
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// fragColor = vertexColor;
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fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
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// Calculate final vertex position
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gl_Position = mvp * vec4( vertexPosition, 1.0 );
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}
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