Files
2025-12-15 23:22:33 +08:00

21 lines
472 B
GLSL

#version 420 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
out vec3 viewPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 model_normal;
uniform vec3 view_position;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0f));
Normal = vec3(model_normal * vec4(aNormal, 1.0f));
viewPos = view_position;
gl_Position = projection * view * vec4(FragPos, 1.0f);
}