2025-05-31 00:27:25 +02:00

25 lines
602 B
GLSL

#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
layout (location = 2) in vec3 vertexNormal;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal;
uniform mat4 matModel;
uniform mat4 matView;
uniform mat4 matProjection;
void main()
{
vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
fragPosition = worldPos.xyz;
fragTexCoord = vertexTexCoord;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalMatrix * vertexNormal;
gl_Position = matProjection * matView * worldPos;
}