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-rw-r--r--assets/shaders/blinn_phong.vert27
1 files changed, 18 insertions, 9 deletions
diff --git a/assets/shaders/blinn_phong.vert b/assets/shaders/blinn_phong.vert
index 06dc5e7..aefb129 100644
--- a/assets/shaders/blinn_phong.vert
+++ b/assets/shaders/blinn_phong.vert
@@ -1,28 +1,37 @@
-#version 410 core
+#version 450 core
+
+struct Uniforms {
+ mat4 model;
+ mat4 view;
+ mat4 projection;
+};
+
+uniform Uniforms ubo;
+
// Inputs
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoords;
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 lightSpaceMatrix;
+// uniform mat4 model;
+// uniform mat4 view;
+// uniform mat4 projection;
+// uniform mat4 lightSpaceMatrix;
// Output
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
- vec4 FragPosLightSpace;
+ // vec4 FragPosLightSpace;
vec4 Color;
} vs_out;
void main() {
- vs_out.FragPos = vec3(model * vec4(inPos, 1.0));
+ vs_out.FragPos = vec3(ubo.model * vec4(inPos, 1.0));
vs_out.Normal = inNormal;
vs_out.TexCoords = inTexCoords;
- vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
+ // vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
vs_out.Color = vec4(1.0);
- gl_Position = projection * view * model * vec4(inPos, 1.0);
+ gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
} \ No newline at end of file