game/data/shaders/pbrVertex.glsl

23 lines
443 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 MVP;
uniform mat4 Model;
out vec2 gtexCoord;
out vec3 gnormCoord;
//Pbr
out vec3 gWorldPos;
void main()
{
gl_Position = MVP * Model * vec4(aPos, 1.0);
gnormCoord = aNormal;
gtexCoord = aTexCoord;
// Calculate position of fragment
gWorldPos = vec3(Model * vec4(aPos, 1.0));
};