Shipwright/OTRGui/assets/shaders/base_lighting.vs
M4xw f52a2a6406 git subrepo clone (merge) https://github.com/HarbourMasters/otrgui.git OTRGui
subrepo:
  subdir:   "OTRGui"
  merged:   "a6066a251"
upstream:
  origin:   "https://github.com/HarbourMasters/otrgui.git"
  branch:   "master"
  commit:   "a6066a251"
git-subrepo:
  version:  "0.4.1"
  origin:   "???"
  commit:   "???"
2022-03-22 02:53:51 +01:00

32 lines
748 B
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}