21 lines
440 B
GLSL
21 lines
440 B
GLSL
#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 aTexCoord;
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uniform mat4 MVP;
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uniform mat4 Model;
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out vec2 ourTexCoord;
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out vec3 ourNormCoord;
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out vec3 FragPos;
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void main()
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{
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gl_Position = MVP * Model * vec4(aPos, 1.0);
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ourNormCoord = aNormal;
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ourTexCoord = aTexCoord;
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// Calculate position of fragment
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FragPos = vec3(Model * vec4(aPos, 1.0));
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};
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