28 lines
662 B
GLSL
28 lines
662 B
GLSL
#version 430 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec3 a_normal;
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layout(location = 2) in vec2 a_texcoord;
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layout(location = 3) in vec3 a_tangent;
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out VS_OUT {
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vec3 frag_pos;
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vec3 normal;
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vec2 texcoord;
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vec3 tangent;
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} vs_out;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_projection;
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void main() {
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vec4 world_pos = u_model * vec4(a_position, 1.0);
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vs_out.frag_pos = world_pos.xyz;
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vs_out.normal = mat3(transpose(inverse(u_model))) * a_normal;
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vs_out.texcoord = a_texcoord;
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vs_out.tangent = mat3(u_model) * a_tangent;
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gl_Position = u_projection * u_view * world_pos;
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}
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