* add example for deferred rendering/shading * adapt convention --------- Co-authored-by: 27justin <me@justin.cx>
24 lines
602 B
GLSL
24 lines
602 B
GLSL
#version 330 core
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layout (location = 0) in vec3 vertexPosition;
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layout (location = 1) in vec2 vertexTexCoord;
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layout (location = 2) in vec3 vertexNormal;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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uniform mat4 matModel;
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uniform mat4 matView;
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uniform mat4 matProjection;
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void main()
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{
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vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
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fragPosition = worldPos.xyz;
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fragTexCoord = vertexTexCoord;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalMatrix * vertexNormal;
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gl_Position = matProjection * matView * worldPos;
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}
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