Renderer/assets/Shaders/entities/blocksingle/block.vs
2025-01-25 18:02:22 -05:00

54 lines
1.1 KiB
GLSL

//Vertex Shader
#version 330 core
//defines
#define TEXTURE_MAP_SCALE 1.0
#define MODEL_TOTAL_DIM 16.0
//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 mat4 lightSpaceMatrix;
//output buffers
out vec3 Normal;
out vec3 FragPos;
out vec3 ViewFragPos;
out vec2 uv;
out vec4 FragPosLightSpace;
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);
ViewFragPos = vec3(view * model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
uv = aTex;
//shadow map stuff
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}