26 lines
No EOL
468 B
GLSL
26 lines
No EOL
468 B
GLSL
#version 330 core
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uniform mat4 u_mvp;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 texcoord;
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out vec3 v_position;
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out vec3 v_normal;
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out vec3 v_proj_normal;
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out vec2 v_texcoord;
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out float v_id;
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void main()
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{
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v_position = position;
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v_normal = normal;
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v_proj_normal = vec4(u_mvp * vec4(normal, 1.0)).xyz;
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v_texcoord = texcoord;
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v_id = gl_VertexID;
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gl_Position = u_mvp * vec4(v_position, 1.0);
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} |