Files
Engine.rs/opengl_beginnings/resources/shaders/sphere.vert

22 lines
578 B
GLSL

#version 330 core
layout(location=0) in vec3 position;
layout(location=1) in vec3 normals;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
//out vec3 fragPos;
//out vec3 fragNormal;
void main()
{
vec4 pos = vec4(position, 1.0);
// 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
// fragNormal = mat3(transpose(inverse(modelMatrix))) * normals;
// fragPos = vec3(modelMatrix * pos);
gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos;
}