protot/data/shaders/vs_deferred_geometry.glsl

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#version 150 core
in vec4 inCoord;
in vec3 inNormal;
in vec2 inUV;
in vec4 inColor;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat4 uLightSpaceMatrix;
out vec3 ioFragPosition;
out vec3 ioFragNormal;
out vec2 ioFragTexCoords;
out vec4 ioFragColor;
out vec4 ioFragPosLightSpace;
void main() {
mat4 model_view_matrix = uViewMatrix * uModelMatrix;
ioFragPosition = (model_view_matrix * inCoord).xyz;
ioFragNormal = transpose(inverse(mat3(model_view_matrix))) * inNormal;
ioFragTexCoords = inUV;
ioFragColor = inColor;
ioFragPosLightSpace = uLightSpaceMatrix * uModelMatrix * inCoord;
gl_Position = uProjectionMatrix * model_view_matrix * inCoord;
}