20 lines
455 B
GLSL
20 lines
455 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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out vec3 normal;
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out vec3 frag_position;
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void main() {
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vec4 a_xyz_vec4 = vec4(a_xyz, 1);
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frag_position = (model * a_xyz_vec4).xyz;
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normal = mat3(transpose(inverse(model))) * a_normal;
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gl_Position = projection * view * model * a_xyz_vec4;
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}
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