DuctTaped_GL/PhongShader.vert

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GLSL
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#version 330 core
layout (location = 0) in vec3 VertPosition;
layout (location = 1) in vec3 VertNormal ;
out vec3 FragPosition;
out vec3 Normal ;
uniform mat4 ModelSpace ;
uniform mat4 Viewport ;
uniform mat4 Projection ;
uniform mat4 InverseModelSpace;
void main()
{
FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0));
Normal = mat3(transpose(InverseModelSpace)) * VertNormal;
// Normal = VertNormal;
gl_Position = Projection * Viewport * ModelSpace * vec4(FragPosition, 1.0);
}