From dcf84e28b5367dfa737cc2dfbf8d4c1afbf21cba Mon Sep 17 00:00:00 2001 From: talha Date: Sat, 6 Apr 2024 20:25:30 +0500 Subject: Completed blending --- .../stencil_testing/shaders/depth_test.vs.glsl | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) create mode 100644 source/lessons/stencil_testing/shaders/depth_test.vs.glsl (limited to 'source/lessons/stencil_testing/shaders/depth_test.vs.glsl') diff --git a/source/lessons/stencil_testing/shaders/depth_test.vs.glsl b/source/lessons/stencil_testing/shaders/depth_test.vs.glsl new file mode 100644 index 0000000..b3b81cc --- /dev/null +++ b/source/lessons/stencil_testing/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; +}; -- cgit v1.2.3