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26 lines
450 B
GLSL
26 lines
450 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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uniform mat4 ModelScreenSpace ;
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uniform mat4 ModelSpace ;
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uniform mat4 InverseModelSpace;
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void main()
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{
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gl_Position = ModelScreenSpace * vec4(VertPosition, 1.0);
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// FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0));
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// Normal = mat3(transpose(InverseModelSpace));
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} |