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authortalha <talha@talhaamir.xyz>2024-03-27 04:19:47 +0500
committertalha <talha@talhaamir.xyz>2024-03-27 04:19:47 +0500
commit6d21cde397ff246c053274c47fd33f3b84f68c6e (patch)
tree53de7afec887986140b0e5fdd7a004c134bd1ae8 /source/shaders/light_subject.vs.glsl
parent2a1557aa2b4d406c92703f60f2d34283fed5fcfb (diff)
Added directional lighting, point lights
Diffstat (limited to 'source/shaders/light_subject.vs.glsl')
-rw-r--r--source/shaders/light_subject.vs.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/shaders/light_subject.vs.glsl b/source/shaders/light_subject.vs.glsl
index 327e896..49e58d8 100644
--- a/source/shaders/light_subject.vs.glsl
+++ b/source/shaders/light_subject.vs.glsl
@@ -2,6 +2,7 @@
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
+layout(location = 2) in vec2 inTexCoords;
uniform mat4 Model;
uniform mat4 View;
@@ -9,10 +10,12 @@ uniform mat4 Projection;
out vec3 fragNormal;
out vec3 worldPosition;
+out vec2 texCoords;
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);
+ texCoords = inTexCoords;
}