24 lines
565 B
GLSL
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);
|
|
}
|