charcoal/OpenGLEngine/LitVS.glsl

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#version 430
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 vertex_normal;
layout(location = 2) in float vertex_specular_exponent;
layout(location = 3) in mat4 model_to_world;
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layout(location = 0) uniform mat4 world_to_projection;
out vec3 fragment_position;
out vec3 fragment_normal;
out float fragment_specular_exponent;
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void main()
{
vec4 model_position = model_to_world * vec4(vertex_position, 1.0);
vec4 model_normal = model_to_world * vec4(vertex_normal, 0.0);
gl_Position = world_to_projection * model_position;
fragment_position = model_position.xyz;
fragment_normal = model_normal.xyz;
fragment_specular_exponent = vertex_specular_exponent;
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}