46 lines
		
	
	
		
			826 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
		
			826 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 transform;
 | |
| uniform mat4 model;
 | |
| uniform mat4 view;
 | |
| uniform mat4 projection;
 | |
| uniform float time;
 | |
| 
 | |
| 
 | |
| 
 | |
| //output buffers
 | |
| out vec3 Normal;
 | |
| out vec3 FragPos;
 | |
| out vec2 TexCoord;
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 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;
 | |
| 
 | |
| 
 | |
| 
 | |
|     
 | |
|     //set final position with opengl space
 | |
|     gl_Position = projection * view * model * FinalVertex;
 | |
| }
 |