stk-code_catmod/data/shaders/objectpass_rimlit.vert

17 lines
362 B
GLSL
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#version 130
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec4 Color;
out vec2 uv;
noperspective out vec3 normal;
void main() {
normal = (TransposeInverseModelView * vec4(Normal, 0)).xyz;
uv = Texcoord;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}