OpenGL-Practice/shaders/shader.vert
Jackson H 46df79ca2a init
2024-06-04 10:31:34 -05:00

23 lines
521 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
//layout (location = 1) in vec3 aColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 lightPos;
out vec3 FragPos;
out vec3 Normal;
out vec3 LightPos;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(view * model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(view * model))) * aNormal;
LightPos = vec3(view * vec4(lightPos, 1.0));
}