21 lines
508 B
Plaintext
21 lines
508 B
Plaintext
|
#version 330 core
|
||
|
layout(location = 0) in vec3 position;
|
||
|
layout(location = 1) in vec3 normal;
|
||
|
layout(location = 2) in vec2 texCoords;
|
||
|
|
||
|
out vec3 FragPos;
|
||
|
out vec3 Normal;
|
||
|
out vec2 TexCoords;
|
||
|
|
||
|
uniform mat4 model;
|
||
|
uniform mat4 view;
|
||
|
uniform mat4 projection;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
TexCoords = texCoords; // Pass texture coordinates to fragment shader
|
||
|
FragPos = vec3(model * vec4(position, 1.0));
|
||
|
Normal = mat3(transpose(inverse(model))) * normal;
|
||
|
gl_Position = projection * view * vec4(FragPos, 1.0);
|
||
|
}
|