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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;
uniform Camera {
mat4 view;
mat4 proj;
vec4 viewPos;
} cam;
uniform Model {
mat4 inner;
} model;
// Outputs
layout(location = 0) out vec3 fragWorldPos;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec2 fragTexCoords;
out vec4 viewPos;
void main() {
fragWorldPos = vec3(model.inner * vec4(inPosition, 1.0));
fragNormal = mat3(transpose(inverse(model.inner))) * inNormal; // world-space normal
fragTexCoords = inTexCoords;
viewPos = cam.viewPos;
gl_Position = cam.proj * cam.view * model.inner * vec4(inPosition, 1.0);
}
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