27 lines
862 B
GLSL
27 lines
862 B
GLSL
#version 330 core
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layout (location = 0) in vec3 a_xyz;
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layout (location = 1) in vec2 a_uv;
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layout (location = 2) in vec3 a_normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform vec3 light_pos;
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out vec3 normal_cameraspace;
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out vec3 light_direction_cameraspace;
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out vec3 eye_direction_cameraspace;
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out vec3 position_worldspace;
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void main() {
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vec3 vertex_cameraspace = (view * model * vec4(a_xyz, 1)).xyz;
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vec3 light_pos_cameraspace = (view * vec4(light_pos, 1)).xyz;
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normal_cameraspace = (transpose(inverse(view * model)) * vec4(a_normal, 0)).xyz;
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light_direction_cameraspace = light_pos_cameraspace + eye_direction_cameraspace;
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eye_direction_cameraspace = vec3(0, 0, 0) - vertex_cameraspace;
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position_worldspace = (model * vec4(a_xyz, 1)).xyz;
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gl_Position = projection * view * model * vec4(a_xyz, 1);
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}
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