learn-opengl/32-text-rendering/shaders/27-framebuffers.vert.glsl

26 lines
579 B
GLSL

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