blob: b3b81cceb44e5678c40dd6e0f983ed6a89a52e1b (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
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;
};
|