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#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in mat4 aOffset;
// uniform mat4 Model;
layout (std140) uniform Matrices {
mat4 View; // start: 0 // end: 16 * 4 = 64
mat4 Projection; // start: 64 // end: 64 + 64 = 128
};
// @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*aOffset*vec4(aPos, 1.0);
}
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