Renderer/assets/Shaders/clouds1/clouds1.vs
2022-04-18 20:01:56 -04:00

45 lines
926 B
GLSL

//Vertex Shader
#version 330 core
//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;
uniform mat4 view;
uniform mat4 projection;
uniform float time;
//output buffers
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec4 projCoord;
out vec4 modelCoord;
void main() {
//normalize posiiton and normal
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
//push frag, normal, and texture positions to fragment shader
FragPos = vec3(model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoord = aTex;
projCoord = projection * view * model * FinalVertex;
modelCoord = FinalVertex;
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}