learnopengl/shaders/light_vert.glsl

19 lines
361 B
GLSL

#version 330 core
#define POINT_LIGHT_COUNT 4
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 uv;
layout(location=3) in mat4 model;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
};