DavidNorgren

Untitled

May 17th, 2015
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  1. // Phong shading
  2. #version 420 core
  3.  
  4. in vec3 aPos;
  5. in vec3 aNorm;
  6. in vec2 aTexCoord;
  7. out vec2 vTexCoord;
  8. out vec3 vPosWorld;
  9. out vec3 vNormWorld;
  10. uniform mat4 uMat;
  11. uniform mat4 uMatWorld;
  12.  
  13. void main(void) {
  14.     vPosWorld = vec3(uMatWorld * vec4(aPos, 1.0));
  15.     vNormWorld = normalize(vec3(uMatWorld * vec4(aNorm, 0.0)));
  16.     vTexCoord = aTexCoord;
  17.     gl_Position = uMat * vec4(aPos, 1.0);
  18. }
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