36 lines
1.2 KiB
GLSL
36 lines
1.2 KiB
GLSL
#version 460 core
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// Input vertex attributes
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layout (location = 0) in vec3 position; // Vertex position in local space (model space)
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layout (location = 1) in vec3 normal; // vertex normal
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layout (location = 2) in vec2 texCoord; // Vertex texture uv
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layout (location = 3) in mat4 instanceModel; // Vertex texture uv
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// Output to fragment shader
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out vec3 vertexPos;
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out vec3 vertexNormal;
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out vec2 TexCoords;
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out vec4 fragPosLightSpace;
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// Uniforms for transformation matrices
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uniform mat4 u_model; // Model matrix: transforms from local space to world space
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uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
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uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
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uniform bool u_isInstanced;
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void main()
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{
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mat4 model = u_isInstanced ? instanceModel : u_model;
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vertexPos = vec3(model * vec4(position, 1.0));
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mat3 normalMatrix = mat3(transpose(inverse(model)));
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vertexNormal = normalMatrix * normal;
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// vertexNormal = normal;
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TexCoords = texCoord;
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// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
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gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
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} |