22 lines
478 B
GLSL
22 lines
478 B
GLSL
#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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out vec3 vert_normal;
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out vec3 frag_position;
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out vec2 uv_coords;
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uniform mat3 normal_mat;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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vert_normal = normal_mat * normal;
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frag_position = vec3(model * vec4(position, 1.0));
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uv_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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