20 lines
569 B
GLSL
20 lines
569 B
GLSL
#version 330 core
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layout (location = 0) in vec3 vertexPositions;
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layout (location = 1) in vec2 textureCoords;
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layout (location = 2) in vec3 normals;
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uniform mat4 transformationMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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out vec2 passTextureCoords;
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out vec3 passNormals;
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void main() {
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vec4 worldPosition = transformationMatrix * vec4(vertexPositions, 1.0);
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gl_Position = projectionMatrix * (viewMatrix * worldPosition);
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passTextureCoords = textureCoords;
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passNormals = mat3(transpose(inverse(transformationMatrix))) * normals;
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}
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