21 lines
484 B
GLSL
21 lines
484 B
GLSL
#version 330 core
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_texcoord;
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layout (location = 2) in vec3 a_normal;
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uniform mat4 u_vp;
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uniform mat4 u_model;
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out vec3 v_fragpos;
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out vec2 v_texcoord;
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out vec3 v_normal;
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void main() {
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v_texcoord = a_texcoord;
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v_normal = normalize(mat3(transpose(inverse(u_model))) * a_normal);
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vec4 fragpos4 = u_model * vec4(a_position, 1.0);
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v_fragpos = vec3(fragpos4);
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gl_Position = u_vp * fragpos4;
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} |