protot/data/shaders/vs_default.glsl

25 lines
540 B
GLSL

#version 150 core
#extension GL_ARB_explicit_attrib_location : require
in vec4 inCoord;
in vec3 inNormal;
in vec2 inUV;
in vec4 inColor;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uLightDirection;
uniform vec3 uViewPosition;
smooth out vec4 ioFragColor;
out vec3 ioNormal;
out vec3 ioFragPosition;
void main() {
gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
ioFragColor = inColor;
ioNormal = inNormal;
ioFragPosition = (uModelMatrix * inCoord).xyz;
}