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27 lines
583 B
GLSL
27 lines
583 B
GLSL
#version 330
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layout (location = 0) in vec3 v_Position;
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layout (location = 1) in vec3 v_Norm;
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layout (location = 2) in vec2 v_UV;
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uniform mat4 modelMat;
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uniform mat4 viewMat;
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uniform mat4 projMat;
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uniform vec3 lightPos;
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out vec3 f_Pos;
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out vec3 f_Norm;
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out vec2 f_UV;
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out vec3 f_lightPos;
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void main()
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{
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gl_Position = projMat * viewMat * modelMat * vec4(v_Position, 1.0);
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f_Pos = vec3(viewMat * modelMat * vec4(v_Position, 1.0));
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f_Norm = mat3(transpose(inverse(viewMat * modelMat))) * v_Norm;
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f_UV = v_UV;
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f_lightPos = vec3(viewMat * vec4(lightPos, 1.0));
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}
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