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#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aNormal;
layout(location=2) in vec2 aTex;
// uniform mat4 Model;
layout (std140) uniform Matrices {
mat4 View; // start: 0 // end: 16 * 4 = 64
mat4 Projection; // start: 64 // end: 64 + 64 = 128
};
uniform mat4 Model;
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;
};
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