29 lines
566 B
GLSL
29 lines
566 B
GLSL
#version 330 core
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in vec3 vPosition;
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in vec3 vNormal;
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in vec3 vTangent;
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in vec3 vBitangent;
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in vec2 vUV0;
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in vec4 vColor;
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in vec4 vBone;
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in vec4 vWeight;
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in vec2 vUV1;
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in vec2 vUV2;
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in vec3 vPosition2;
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in vec3 vPosition3;
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out VS_OUT {
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vec3 normal;
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} vs_out;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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void main()
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{
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gl_Position = projection * view * model * vec4(vPosition, 1.0);
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mat3 normalMatrix = mat3(transpose(inverse(view * model)));
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vs_out.normal = normalize(vec3(projection * vec4(normalMatrix * vNormal, 0.0)));
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} |