Files
2026-06-08 17:07:34 -04:00

23 lines
554 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTex;
out vec3 normal;
out vec2 texCoord;
out vec3 FragPos;
out vec4 fragposlightspace;
uniform mat4 modl;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 lightSpaceMatrix;
void main()
{
FragPos = vec3(modl * vec4(aPos, 1.0));
normal = transpose(inverse(mat3(modl))) * aNormal;
texCoord = aTex;
fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
gl_Position = proj* view * modl * vec4(aPos,1.0f);
}