26 lines
570 B
GLSL
26 lines
570 B
GLSL
uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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uniform mat4 TextureMatrix;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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in vec4 Color;
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out vec2 uv;
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out vec3 normal;
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#else
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attribute vec3 Position;
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attribute vec3 Normal;
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attribute vec2 Texcoord;
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attribute vec4 Color;
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varying vec2 uv;
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varying vec3 normal;
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#endif
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void main() {
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normal = (TransposeInverseModelView * vec4(Normal, 0)).xyz;
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uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
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