30 lines
764 B
GLSL
30 lines
764 B
GLSL
#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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void main()
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{
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// Calculate fragment position in world space
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));
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// 1. Get the base color of the object
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// Calculate final vertex position
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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