summaryrefslogtreecommitdiff
path: root/source/shaders/model/model.vs.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'source/shaders/model/model.vs.glsl')
-rw-r--r--source/shaders/model/model.vs.glsl25
1 files changed, 0 insertions, 25 deletions
diff --git a/source/shaders/model/model.vs.glsl b/source/shaders/model/model.vs.glsl
deleted file mode 100644
index da394cf..0000000
--- a/source/shaders/model/model.vs.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 330 core
-layout(location=0) in vec3 aPos;
-layout(location=1) in vec3 aNormal;
-layout(location=2) in vec2 aTex;
-
-uniform mat4 Model;
-uniform mat4 View;
-uniform mat4 Projection;
-
-out vec2 TexCoords;
-out vec3 VertexWorldPos;
-out vec3 FragNormal;
-
-// @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));
- FragNormal = mat3(transpose(inverse(Model))) * aNormal;
- FragNormal = normalize(FragNormal);
- TexCoords = aTex;
-};
-