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22 lines
480 B
GLSL
22 lines
480 B
GLSL
#version 460
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in vec3 aNormal;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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out vec3 normal;
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out vec2 tc;
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out vec3 vert_pos;
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void main() {
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//vec4 worldPos = modelMatrix * vec4(pos, 1.0);
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vec4 viewPos = mv_matrix * vec4(pos, 1.0);
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tc = texCoord;
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vert_pos = pos;
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//normal = normalize(mat3(norm_matrix) * aNormal);
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gl_Position = proj_matrix * viewPos;
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} |