49 lines
1.2 KiB
GLSL
49 lines
1.2 KiB
GLSL
//Vertex Shader
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#version 410 core
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//input buffers
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 4) in vec2 aTex;
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layout (location = 5) in vec4 aGroundTexIndices;
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//coordinate space transformation matrices
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoord;
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flat out ivec4 groundTexIndices;
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void main() {
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//normalize posiiton and normal
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vec4 FinalVertex = vec4(aPos, 1.0);
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vec4 FinalNormal = vec4(aNormal, 1.0);
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//push frag, normal, and texture positions to fragment shader
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FragPos = vec3(model * FinalVertex);
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Normal = mat3(transpose(inverse(model))) * FinalNormal.xyz;
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TexCoord = aTex;
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//push texure indices to fragment shader
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groundTexIndices = ivec4(int(aGroundTexIndices.x),int(aGroundTexIndices.y),int(aGroundTexIndices.z),int(aGroundTexIndices.w));
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// groundTexIndices = vec4(int(aGroundTexIndices.x),int(aGroundTexIndices.y),int(aGroundTexIndices.z),int(aGroundTexIndices.w));
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// groundTexIndices = ivec4(0,1,2,3);
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//set final position with opengl space
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gl_Position = projection * view * model * FinalVertex;
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}
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