ecsgame/Shaders/default-vertex.vs

25 lines
610 B
GLSL

#version 320 es
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 NORMAL;
layout (location = 2) in vec2 UV;
layout (location = 3) in vec3 TANGENT;
layout (location = 4) in vec3 BITANGENT;
out vec2 TexCoord;
out vec3 Normal;
out vec3 FragPos;
out vec4 FragPosLightSpace;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = UV;
Normal = NORMAL;
FragPos = vec3(model * vec4(aPos, 1.0));
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
}