diff options
| author | talha <talha@talhaamir.xyz> | 2024-04-06 03:26:09 +0500 | 
|---|---|---|
| committer | talha <talha@talhaamir.xyz> | 2024-04-06 03:26:09 +0500 | 
| commit | 21439a3eeb0a91e1f0f3f653492574b6a79e867d (patch) | |
| tree | 05cab1476dadd663ba0c249bf2dfa9ebd3a0e0c5 /source/shaders/depth_test.vs.glsl | |
| parent | 02077305a5b63fcf7242ac909d8caed5cc3cf18f (diff) | |
Completed Depth Testing
Diffstat (limited to 'source/shaders/depth_test.vs.glsl')
| -rw-r--r-- | source/shaders/depth_test.vs.glsl | 19 | 
1 files changed, 19 insertions, 0 deletions
| diff --git a/source/shaders/depth_test.vs.glsl b/source/shaders/depth_test.vs.glsl new file mode 100644 index 0000000..b3b81cc --- /dev/null +++ b/source/shaders/depth_test.vs.glsl @@ -0,0 +1,19 @@ +#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; +}; | 
