26 lines
579 B
GLSL
26 lines
579 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec3 aOffset;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform vec3 offsets[10];
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void main()
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{
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vec3 in_offset = aOffset;
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vec4 offset = vec4(aPos + in_offset, 1.0);
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gl_Position = projection * view * model * offset;
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FragPos = vec3(model * offset);
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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}
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