Renderer/assets/Shaders/VertexShaderNoBones.vs
austin 46fc63bc63
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VisualShader work
2024-11-25 18:00:09 -05:00

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GLSL

//Vertex Shader
#version 450 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 mat4 lightSpaceMatrix;
//output buffers
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoord;
out vec3 ViewFragPos;
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;
TexCoord = aTex;
//shadow map stuff
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}