OpenGL-utility/examples/model/shaders/vertexShader.vert
2021-01-30 04:23:10 +01:00

23 lines
428 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aUV;
out vec3 oNormal;
out vec2 oUV;
out vec3 oFragPos;
uniform mat3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
oNormal = normal * aNormal;
oUV = aUV;
gl_Position = projection * view * model * vec4(aPos, 1.0);
oFragPos = vec3(model * vec4(aPos, 1.0));
}