Files
axyz/resources/Shaders/BasicForward.vert.glsl
T
2016-01-18 19:37:55 +01:00

29 lines
589 B
GLSL

#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = P * V * M * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
}