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-rw-r--r--source/lessons/face_culling/shaders/depth_test.vs.glsl19
1 files changed, 19 insertions, 0 deletions
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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index 0000000..b3b81cc
--- /dev/null
+++ b/source/lessons/face_culling/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;
+};