30 lines
798 B
GLSL
30 lines
798 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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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_projection;
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uniform mat3 u_normal_matrix;
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// NOTE: We store it as int uniform in C++ for simplicity; GLSL expects uint.
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uniform uint u_triangle_id_base;
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out vec3 v_world_position;
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out vec3 v_world_normal;
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out vec2 v_texcoord;
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flat out uint v_triangle_id_base;
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void main() {
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vec4 world_pos = u_model * vec4(a_position, 1.0);
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v_world_position = world_pos.xyz;
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v_world_normal = normalize(u_normal_matrix * a_normal);
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v_texcoord = a_texcoord;
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v_triangle_id_base = u_triangle_id_base;
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gl_Position = u_projection * u_view * world_pos;
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}
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