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