raylib/shaders/gl330/phong.vs

27 lines
628 B
GLSL

#version 330
// Vertex input data
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
// Send texture coord to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}