//Vertex Shader #version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/standarduniform.fs" //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 4) in vec2 aTex; //coordinate space transformation matrices uniform mat4 model; //output buffers out vec3 Normal; out vec3 FragPos; void main() { //normalize posiiton and normal vec4 FinalVertex = vec4(aPos, 1.0); vec4 FinalNormal = vec4(aNormal, 1.0); //time-of-day normal rotation float angle = 3.14 * standardUniforms.timeOfDay; mat4 rotationAboutZ = mat4( vec4( cos(angle), -sin(angle), 0.0, 0.0 ), vec4( sin(angle), cos(angle), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); //push frag, normal, and texture positions to fragment shader FragPos = vec3(model * FinalVertex); Normal = mat3(transpose(inverse(model))) * mat3(rotationAboutZ) * aNormal; //set final position with opengl space gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex; }