Engine2026/assets/shaders/basicVertex.vert
2026-02-08 04:48:42 +01:00

21 lines
463 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoord = aTexCoord;
gl_Position = projection * view * model * vec4(aPos, 1.0f);
}