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// -*- mode: c -*-
#ifdef GLSL330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord;
layout (location = 2) in vec3 normal;
#elif defined(GLSL130)
in vec3 position;
in vec2 texcoord;
in vec3 normal;
#elif defined(GLSL120)
attribute vec3 position;
attribute vec2 texcoord;
attribute vec3 normal;
#endif
#ifdef GLSL120
varying vec3 fragNorm;
varying vec2 fragTex;
#else
out vec3 fragNorm;
out vec2 fragTex;
#endif
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
gl_Position = projection * view * model * vec4(position, 1.0);
// TODO: Calculate normal matrix on CPU
fragNorm = normalize(model * vec4(normal, 1.0)).xyz;
fragTex = texcoord;
}
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