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https://github.com/Ed94/DuctTaped_GL.git
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32 lines
678 B
GLSL
32 lines
678 B
GLSL
#version 330 core
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layout (location = 0) in vec3 VertPosition;
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layout (location = 1) in vec3 VertNormal ;
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out vec3 FragPosition ;
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out vec3 Normal ;
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out vec3 LightViewPosition;
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out vec3 LightRawPos;
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uniform mat4 InverseModelSpace;
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uniform mat4 ModelSpace;
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uniform mat4 Viewport ;
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uniform mat4 Projection;
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uniform vec3 LightPosition;
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void main()
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{
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gl_Position = Projection * Viewport * ModelSpace * vec4(VertPosition, 1.0);
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FragPosition = vec3(Viewport * ModelSpace * vec4(VertPosition, 1.0));
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Normal = mat3(transpose(InverseModelSpace)) * VertNormal;
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LightViewPosition = vec3(Viewport * vec4(LightPosition, 1.0));
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LightRawPos = LightPosition;
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} |