Files
3dobs/shaders/vertex.glsl
T
Illusion 08659a0a78 feat: basic texture support
- add texture support (ambient, diffuse, specular)
- use opacity in fragment shader
- calculate normal matrix on cpu for matricies with big determinants
2023-11-02 04:15:59 +02:00

26 lines
599 B
GLSL

#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;
uniform mat3 normalMatrix;
uniform bool useNormalMatrix;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
if (useNormalMatrix)
fragNormals = normalMatrix * aNormal;
else
fragNormals = mat3(transpose(inverse(model))) * aNormal;
fragPos = vec3(model * vec4(aPos, 1.0));
texCoords = aTexCoords;
}