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- #version 410 core
- layout (location = 0) in vec3 aPos;
- layout (location = 1) in vec3 aNormal;
- layout (location = 2) in vec2 aTexCoords;
- out vec2 TexCoords;
- out VS_OUT {
- vec3 FragPos;
- vec3 Normal;
- vec2 TexCoords;
- } vs_out;
- uniform mat4 projection;
- uniform mat4 view;
- uniform mat4 model;
- void main()
- {
- vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
- vs_out.Normal = transpose(inverse(mat3(model))) * aNormal;
- vs_out.TexCoords = aTexCoords;
- gl_Position = projection * view * model * vec4(aPos, 1.0);
- }
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