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enter_the_fog/resources/shaders/fog.vs
2026-03-26 14:46:39 -05:00

30 lines
764 B
GLSL

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