29 lines
669 B
GLSL
29 lines
669 B
GLSL
#version 330
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// Vertex input data
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Projection and model data
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uniform mat4 mvpMatrix;
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uniform mat4 modelMatrix;
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//uniform mat4 viewMatrix; // Not used
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// Attributes to fragment shader
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main()
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{
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// Send texture coord to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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} |