stk-code_catmod/data/shaders/objectref_pass1.vert
2014-01-19 01:32:08 +01:00

17 lines
352 B
GLSL

#version 130
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
noperspective out vec3 nor;
out vec2 uv;
void main(void)
{
uv = Texcoord;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
}