21 lines
430 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;
uniform mat4 mvp;
uniform mat3 NormalMatrix;
uniform mat4 ModelViewMatrix;
out vec3 fNormal;
out vec3 pos;
void main(void)
{
fNormal = normalize(NormalMatrix * v_normal);
pos = (ModelViewMatrix * vec4(coord3d, 1.0)).xyz;
gl_Position = mvp * vec4(coord3d, 1.0f);
}