alecgl_old/Release/vertex.vert

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2015-04-08 21:35:21 +00:00
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 textex;
out vec2 ftextex;
out vec3 vnorm;
out vec3 vpos;
uniform float time;
uniform vec2 texScaleFactor;
uniform vec2 texOffsetFactor;
uniform mat4 modelToCam;
uniform mat4 camToWorld;
uniform mat4 worldToClip;
void main(void) {
gl_Position = (worldToClip * camToWorld * modelToCam) * vec4(position, 1.0);
ftextex = texOffsetFactor + textex*texScaleFactor;
vnorm = normalize(vec3(modelToCam * vec4(normal, 0.0)));
vpos = position;
}