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- #version 410
- uniform mat4 mvpMatrix;
- uniform mat4 modelMatrix;
- uniform mat3 normalMatrix;
- layout (location = 0) in vec3 in_position;
- layout (location = 2) in vec3 in_color;
- layout (location = 1) in vec3 in_normal;
- layout (location = 0) out vec3 vs_out_color;
- layout (location = 1) out vec3 vs_out_N;
- layout (location = 2) out vec3 vs_out_posWCS;
- void main(void)
- {
- vs_out_N = in_normal;
- vs_out_color = in_color;
- // TODO Position in Weltkooridinaten berechnen an passende Variable uebergeben und gl_Position setzen
- vs_out_posWCS = modelMatrix * vec4(in_position, 1.0).xyz;
- gl_Position = mvpMatrix * vec4(in_position, 1.0);
- // END TODO
- };
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