24 lines
447 B
Plaintext
24 lines
447 B
Plaintext
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#version 330 core
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layout (location = 0) in vec3 v;
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layout (location = 1) in vec2 vt;
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layout (location = 2) in vec3 vn;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 normal;
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out vec3 world_pos;
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out vec3 vertex_col;
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void
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main()
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{
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world_pos = vec3(model * vec4(v, 1.0));
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normal = mat3(transpose(inverse(model))) * vn;
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vertex_col = v / 2 + 0.5;
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gl_Position = projection * view * model * vec4(v, 1.0);
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}
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