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#version 410 core
// Vertex attributes
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoords;
// Uniforms
uniform MVP_Matrices {
mat4 model; // TODO: make model a push constant/raw uniform
mat4 view;
mat4 proj;
} mvp;
// Outputs
layout(location = 0) out vec3 fragWorldPos;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec2 fragTexCoords;
void main() {
fragWorldPos = vec3(mvp.model * vec4(inPosition, 1.0));
mat3 normalMatrix = transpose(inverse(mat3(mvp.model)));
fragNormal = normalMatrix * inNormal;
fragTexCoords = inTexCoords;
gl_Position = mvp.proj * mvp.view * mvp.model * vec4(inPosition, 1.0);
}
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