Files
2026-07-11 16:44:48 -04:00

25 lines
612 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec4 FragPosLightSpace;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform mat4 lightSpaceMatrix;
void main()
{
vec4 worldPos = modl * vec4(aPos, 1.0);
FragPos = worldPos.xyz;
Normal = normalize(mat3(transpose(inverse(modl))) * aNormal);
TexCoord = aTexCoord;
FragPosLightSpace = lightSpaceMatrix * worldPos;
gl_Position = proj * view * worldPos;
}