OpenGL/shaders/lighting/Vert.glsl
2025-05-27 22:22:34 -04:00

19 lines
413 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
}