bettola/assets/shaders/simple.vert

24 lines
565 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in float aDetail;
out vec3 FragPos;
out vec3 Normal;
out vec3 WorldPos;
out float Detail;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
/* Pass position and normal vectors to the fragment shader in world space. */
FragPos = vec3(model * vec4(aPos, 1.0));
WorldPos = FragPos;
Normal = mat3(transpose(inverse(model))) * aNormal;
Detail = aDetail;
gl_Position = projection * view * vec4(FragPos, 1.0);
}