forkkmuopengl/BaseGLProject/DSGeometryPass.vert

22 lines
461 B
GLSL

#version 440
layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal;
layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap;
out vec2 TexCoords;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 mvp;
uniform mat3 NormalMatrix;
uniform mat4 ModelMatrix;
void main(void)
{
Normal = NormalMatrix * v_normal;
TexCoords = v_texmap;
FragPos = (ModelMatrix * vec4(coord3d, 1.0f)).xyz;
gl_Position = mvp * vec4(coord3d, 1.0f);
}