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ImHex/plugins/visualizers/romfs/shaders/default/lightVertex.glsl

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#version 330
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
layout (location = 0) in vec3 in_Position;
layout (location = 1) in vec3 in_Normal;
layout (location = 2) in vec4 in_Color;
out VertexData {
vec3 normal;
vec4 color;
vec3 fragPosition;
} vertexData;
void main() {
vertexData.normal = (modelMatrix * vec4(in_Normal,0)).xyz;
//vertexData.normal = mat3(transpose(inverse(modelMatrix))) * in_Normal;
//vertexData.fragPosition = (viewMatrix * modelMatrix * vec4(in_Position, 1.0)).xyz;
vertexData.fragPosition = (modelMatrix * vec4(in_Position, 1.0)).xyz;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);
vertexData.color = in_Color;
}