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31 lines (24 loc) · 730 Bytes
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vs.glsl
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31 lines (24 loc) · 730 Bytes
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// shadertype=<glsl>
#version 330
uniform mat4 projectionMatrix;
uniform mat4 modelMatrix;
uniform mat4 normalMatrix;
uniform mat4 viewMatrix;
attribute vec3 inPosition;
attribute vec3 inTexCoord;
attribute vec3 inNormal;
varying vec3 vNormal;
varying vec2 texCoord;
smooth out vec3 vEyeSpacePos;
smooth out vec3 vWorldPos;
void main()
{
vec4 vEyeSpacePosVertex = viewMatrix * modelMatrix *vec4(inPosition, 1.0);
gl_Position = projectionMatrix*vEyeSpacePosVertex;
vec4 vRes = normalMatrix*vec4(inNormal, 0.0);
vNormal = vRes.xyz;
vEyeSpacePos = vEyeSpacePosVertex.xyz;
texCoord = vec2(inTexCoord[0], inTexCoord[1]);
vec4 vWorldPosVertex = modelMatrix *vec4(inPosition, 1.0);
vWorldPos = vWorldPosVertex.xyz;
}