From 21439a3eeb0a91e1f0f3f653492574b6a79e867d Mon Sep 17 00:00:00 2001 From: talha Date: Sat, 6 Apr 2024 03:26:09 +0500 Subject: Completed Depth Testing --- source/shaders/model/model.vs.glsl | 25 ------------------------- 1 file changed, 25 deletions(-) delete mode 100644 source/shaders/model/model.vs.glsl (limited to 'source/shaders/model/model.vs.glsl') 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; -}; - -- cgit v1.2.3