DuctTaped_GL/PhongShader.vert

26 lines
450 B
GLSL

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