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shit/Shaders/OG_V.glsl
2026-03-07 09:49:00 +10:00

18 lines
478 B
GLSL

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 texCoords;
layout(location = 2) in vec3 aNormals;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexC;
out vec3 Normal;
void main()
{
FragPos = vec3(model * vec4(aPos,1.0));
Normal = mat3(transpose(inverse(model))) * aNormals;
TexC = vec2(texCoords.x,texCoords.y);
gl_Position = projection * view * vec4(FragPos,1.0);
}