22 lines
493 B
GLSL
22 lines
493 B
GLSL
#version 330 core
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec3 v_normal;
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layout (location = 2) in vec3 v_color;
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out vec4 fragColor;
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out vec3 fragPos;
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out vec3 fragNormal;
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uniform mat4 projview;
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uniform mat4 model;
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void main(){
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// gl_Position = vec4(v_position, 1) * projview;
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fragPos = vec3(model * vec4(v_position, 1.0));
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gl_Position = projview * vec4(fragPos, 1.0);
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fragNormal = mat3(transpose(inverse(model))) * v_normal;
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fragColor = vec4(v_color, 1);
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}
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