25 lines
612 B
GLSL
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;
|
|
}
|