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authortalha <talha@talhaamir.xyz>2024-04-11 01:51:35 +0500
committertalha <talha@talhaamir.xyz>2024-04-11 01:51:35 +0500
commit56b932fe77b313e7c7ca2c5b359dc84348667602 (patch)
tree7ce0acf9bbd854b60609d4bca0853db761a8db3e /source/lessons/face_culling/shaders/depth_test.vs.glsl
parentdcf84e28b5367dfa737cc2dfbf8d4c1afbf21cba (diff)
Completed framebuffers (chapter also gave a brief intro to kernels)
Diffstat (limited to 'source/lessons/face_culling/shaders/depth_test.vs.glsl')
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diff --git a/source/lessons/face_culling/shaders/depth_test.vs.glsl b/source/lessons/face_culling/shaders/depth_test.vs.glsl
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+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in vec2 aTex;
+
+uniform mat4 Model;
+uniform mat4 View;
+uniform mat4 Projection;
+
+out vec2 TexCoords;
+out vec3 VertexWorldPos;
+
+// @note: I still do not fully understand how the FragNormal calculation works. Need to make sure I intuitively
+// get that
+
+void main() {
+ gl_Position = Projection*View*Model*vec4(aPos, 1.0);
+ VertexWorldPos = vec3(Model * vec4(aPos, 1.0));
+ TexCoords = aTex;
+};