Files
fishtanks/src/Shaders/geometry_pass.vert.glsl
T

20 lines
429 B
GLSL

#version 430
layout (location = 0) in vec3 Position;
layout (location = 1) in vec2 TexCoord;
layout (location = 2) in vec3 Normal;
uniform mat4 gWVP;
uniform mat4 gWorld;
out vec2 TexCoord0;
out vec3 Normal0;
out vec3 WorldPos0;
void main()
{
gl_Position = gWVP * vec4(Position, 1.0);
TexCoord0 = TexCoord;
Normal0 = (gWorld * vec4(Normal, 0.0)).xyz;
WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;
}