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author | talha <talha@talhaamir.xyz> | 2024-03-13 22:54:43 +0500 |
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committer | talha <talha@talhaamir.xyz> | 2024-03-13 22:54:43 +0500 |
commit | 2a1557aa2b4d406c92703f60f2d34283fed5fcfb (patch) | |
tree | ed0690693f97a21a8d8495d9e7154cc490f23a05 /source/shaders/light_subject.vs.glsl | |
parent | 20f2625f9832504661774b8a9f6661188fd97716 (diff) |
Did some work on materials, refactored a few things
Diffstat (limited to 'source/shaders/light_subject.vs.glsl')
-rw-r--r-- | source/shaders/light_subject.vs.glsl | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/source/shaders/light_subject.vs.glsl b/source/shaders/light_subject.vs.glsl new file mode 100644 index 0000000..327e896 --- /dev/null +++ b/source/shaders/light_subject.vs.glsl @@ -0,0 +1,18 @@ +#version 330 core + +layout(location = 0) in vec3 position; +layout(location = 1) in vec3 normal; + +uniform mat4 Model; +uniform mat4 View; +uniform mat4 Projection; + +out vec3 fragNormal; +out vec3 worldPosition; + +void main() { + gl_Position = Projection * View * Model * vec4(position, 1.0); + worldPosition = vec3(Model * vec4(position, 1.0)); + fragNormal = mat3(transpose(inverse(Model))) * normal; + fragNormal = normalize(normal); +} |