blob: 5292e9914ce8f22d7246d3d3a604604c92108962 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
|
// Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
// SPDX-License-Identifier: MIT
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 norm;
layout (location = 2) in vec2 uv;
out vec3 vnorm;
out vec3 fpos;
out vec3 lipos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
void main()
{
vec3 light = vec3(1.2, 1.0, 2.0);
gl_Position = proj * view * model * vec4(pos, 1.0);
fpos = vec3(view * model * vec4(pos, 1.0));
// TODO: Try to work out how to only do this ONCE in C or see if it matters
vnorm = mat3(transpose(inverse(view * model))) * norm;
lipos = vec3(view * vec4(light, 1.0));
}
|