2022-11-10 19:47:39 +01:00
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#version 330 core
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2022-11-10 19:47:39 +01:00
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec3 aColor;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vColor;
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out vec3 vNormal;
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out vec3 FragPos;
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void main()
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{
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vColor = aColor;
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vNormal = mat3(transpose(inverse(model))) * aNormal;
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FragPos = vec3(model*vec4(aPos, 1.0));
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2022-11-10 19:47:39 +01:00
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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