22 lines
578 B
GLSL
22 lines
578 B
GLSL
#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normals;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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//out vec3 fragPos;
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//out vec3 fragNormal;
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void main()
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{
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vec4 pos = vec4(position, 1.0);
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// the inverse should be calculated on the CPU as it is quite expensive to run and doesn't need to be run for every vertex
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// fragNormal = mat3(transpose(inverse(modelMatrix))) * normals;
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// fragPos = vec3(modelMatrix * pos);
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos;
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} |