From 02077305a5b63fcf7242ac909d8caed5cc3cf18f Mon Sep 17 00:00:00 2001 From: talha Date: Sun, 31 Mar 2024 18:22:14 +0500 Subject: Completed lighting, Model loading --- source/lessons/models/shaders/model/model.vs.glsl | 25 +++++++++++++++++++++++ 1 file changed, 25 insertions(+) create mode 100644 source/lessons/models/shaders/model/model.vs.glsl (limited to 'source/lessons/models/shaders/model/model.vs.glsl') diff --git a/source/lessons/models/shaders/model/model.vs.glsl b/source/lessons/models/shaders/model/model.vs.glsl new file mode 100644 index 0000000..da394cf --- /dev/null +++ b/source/lessons/models/shaders/model/model.vs.glsl @@ -0,0 +1,25 @@ +#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; +}; + -- cgit v1.2.3