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3dobs/shaders/vertex.glsl
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2023-10-14 22:41:16 +02:00
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 fragNormals;
out vec3 fragPos;
out vec2 texCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
fragNormals = mat3(transpose(inverse(model))) * aNormal;
fragPos = vec3(model * vec4(aPos, 1.0));
texCoords = aTexCoords;
}