fluid-sim/src/main/resources/shader.vs
2023-07-13 10:34:54 -04:00

37 lines
702 B
GLSL

//Vertex Shader
#version 330 core
//input buffers
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
//coordinate space transformation matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
//output buffers
out vec3 Normal;
out vec3 FragPos;
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;
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}