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21 lines
461 B
21 lines
461 B
#version 330 core |
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layout (location = 0) in vec3 aPos; |
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layout (location = 1) in vec3 aNormal; |
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layout (location = 2) in vec2 aTexCoords; |
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out vec3 Normal; |
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out vec3 FragPos; |
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out vec2 TexCoords; |
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uniform mat4 model; |
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uniform mat4 view; |
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uniform mat4 projection; |
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void main() |
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{ |
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FragPos = vec3(model * vec4(aPos, 1.0)); |
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Normal = mat3(transpose(inverse(model))) * aNormal; |
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TexCoords = aTexCoords; |
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gl_Position = projection * view * vec4(FragPos, 1.0); |
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}
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