stk-code_catmod/data/shaders/object_pass1.vert

14 lines
305 B
GLSL

#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
in vec3 Position;
in vec3 Normal;
noperspective out vec3 nor;
void main(void)
{
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
}