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21 lines
465 B
GLSL
21 lines
465 B
GLSL
#version 330
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layout (location = 0) in vec3 v_vert;
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layout (location = 1) in vec3 v_normal;
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out vec3 f_normal;
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out vec3 f_pos;
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out vec4 f_light_pos;
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uniform mat4 lightview;
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uniform mat4 modelview;
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uniform mat3 modelviewnormal;
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uniform mat4 projection;
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void main()
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{
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gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
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f_normal = modelviewnormal * v_normal;
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f_pos = vec3(modelview * vec4(v_vert, 1.0f));
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f_light_pos = lightview * vec4(f_pos, 1.0f);
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} |