Files
fall-fever/data/shaders/basic.vert

27 lines
700 B
GLSL

#version 330 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_texCoord;
out vec3 v_normal;
out vec2 v_texCoord;
out vec3 v_fragmentPosition;
out vec4 v_fragmentPositionDirectionalLightSpace;
uniform mat4 u_modelViewProjMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_directionalLightViewProjMatrix;
void main() {
gl_Position = u_modelViewProjMatrix * vec4(a_position, 1.0f);
v_fragmentPosition = vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_fragmentPositionDirectionalLightSpace = u_directionalLightViewProjMatrix * vec4(v_fragmentPosition, 1.0);
v_normal = a_normal;
v_texCoord = a_texCoord;
}