35 lines
		
	
	
		
			580 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			35 lines
		
	
	
		
			580 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
//Vertex Shader
 | 
						|
#version 330 core
 | 
						|
 | 
						|
 | 
						|
 | 
						|
//input buffers
 | 
						|
layout (location = 0) in vec3 aPos;
 | 
						|
layout (location = 1) in float id;
 | 
						|
 | 
						|
 | 
						|
//coordinate space transformation matrices
 | 
						|
uniform mat4 transform;
 | 
						|
uniform mat4 model;
 | 
						|
uniform mat4 view;
 | 
						|
uniform mat4 projection;
 | 
						|
 | 
						|
 | 
						|
 | 
						|
uniform vec3 colors[8];
 | 
						|
 | 
						|
out vec3 color;
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void main()
 | 
						|
{
 | 
						|
    //normalize posiiton and normal
 | 
						|
    vec4 FinalVertex = vec4(aPos, 1.0);
 | 
						|
    //send color to the frag shader
 | 
						|
    color = colors[int(id)];
 | 
						|
    //set final position with opengl space
 | 
						|
    vec4 pos = projection * view * FinalVertex;
 | 
						|
    gl_Position = pos.xyww;
 | 
						|
}
 |