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XCEngine/MVS/OpenGL/Shaders/vertexshader.glsl

21 lines
454 B
GLSL

#version 330 core
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoords;
out vec2 TexCoords;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(inPos ,1.0f));
Normal = mat3(transpose(inverse(model))) * inNormal;
gl_Position = projection * view * vec4(FragPos,1.0);
TexCoords = inTexCoords;
}