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