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authorjussi2022-05-16 13:44:10 +0300
committerjussi2022-05-16 13:44:10 +0300
commit59ea29d8ff9dad751659a0a42d76a5534f7b4b97 (patch)
tree96a901dd2f9884e901b78bdd93c62fe2fe5d9e44 /examples/resources/shaders/glsl330/lightmap.vs
parentb034aa01dc0ca443eba7c7b12ead7732c3e32240 (diff)
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New GenMeshCustom, UpdateMesh and lightmap example.
Diffstat (limited to 'examples/resources/shaders/glsl330/lightmap.vs')
-rw-r--r--examples/resources/shaders/glsl330/lightmap.vs31
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diff --git a/examples/resources/shaders/glsl330/lightmap.vs b/examples/resources/shaders/glsl330/lightmap.vs
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+#version 330
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec2 vertexTexCoord2;
+in vec3 vertexNormal;
+// in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+uniform mat4 matNormal;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec2 fragTexCoord2;
+// out vec4 fragColor;
+out vec3 fragNormal;
+
+void main() {
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
+ fragTexCoord = vertexTexCoord;
+ fragTexCoord2 = vertexTexCoord2;
+ // fragColor = vertexColor;
+ fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
+
+ // Calculate final vertex position
+ gl_Position = mvp * vec4( vertexPosition, 1.0 );
+}