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authortalha <talha@talhaamir.xyz>2024-04-06 03:26:09 +0500
committertalha <talha@talhaamir.xyz>2024-04-06 03:26:09 +0500
commit21439a3eeb0a91e1f0f3f653492574b6a79e867d (patch)
tree05cab1476dadd663ba0c249bf2dfa9ebd3a0e0c5 /source/shaders/depth_test.vs.glsl
parent02077305a5b63fcf7242ac909d8caed5cc3cf18f (diff)
Completed Depth Testing
Diffstat (limited to 'source/shaders/depth_test.vs.glsl')
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1 files changed, 19 insertions, 0 deletions
diff --git a/source/shaders/depth_test.vs.glsl b/source/shaders/depth_test.vs.glsl
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+++ b/source/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;
+};