learn-opengl/33-shadow-mapping/shaders/33-framebuffers.vert.glsl

21 lines
463 B
GLSL

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