ctaza/vertex.glsl

24 lines
447 B
GLSL

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