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Diffstat (limited to 'source/shaders/instancing.vs.glsl')
-rw-r--r-- | source/shaders/instancing.vs.glsl | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/source/shaders/instancing.vs.glsl b/source/shaders/instancing.vs.glsl new file mode 100644 index 0000000..eff2fae --- /dev/null +++ b/source/shaders/instancing.vs.glsl @@ -0,0 +1,16 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in mat4 aOffset; + +// uniform mat4 Model; +layout (std140) uniform Matrices { + mat4 View; // start: 0 // end: 16 * 4 = 64 + mat4 Projection; // start: 64 // end: 64 + 64 = 128 +}; + +// @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*aOffset*vec4(aPos, 1.0); +} |