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coding-game/src/shaders/simple.vs

32 lines
1.0 KiB
GLSL

#version 460 core
// Input vertex attributes
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
layout (location = 1) in vec3 normal; // vertex normal
layout (location = 2) in vec2 texCoord; // Vertex texture uv
// Output to fragment shader
out vec3 vertexPos;
out vec3 vertexNormal;
out vec2 TexCoords;
out vec4 fragPosLightSpace;
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
void main()
{
vertexPos = vec3(u_model * vec4(position, 1.0));
mat3 normalMatrix = mat3(transpose(inverse(u_model)));
vertexNormal = normalMatrix * normal;
// vertexNormal = normal;
TexCoords = texCoord;
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
}