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/*
* Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
* SPDX-License-Identifier: MIT
*/
out iface {
vec3 norm;
vec3 pos;
vec2 uv;
vec3 lipos;
} o;
void main()
{
gl_Position = proj * view * model * vec4(pos, 1.0);
o.pos = vec3(view * model * vec4(pos, 1.0));
o.uv = uv;
// TODO: Try to work out how to only do this ONCE in C or see if it matters
o.norm = mat3(transpose(inverse(view * model))) * norm;
o.lipos = vec3(view * vec4(light, 1.0));
}
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