Poly3d/shaders/vertex_shader.glsl

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2024-11-25 23:08:00 +00:00
#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);
}