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#version 410 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;
// Output
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
// vec4 FragPosLightSpace;
vec4 Color;
} vs_out;
void main() {
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.Color = vec4(1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
}
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