Created
March 16, 2020 04:40
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#version 330 core | |
layout (location = 0) in vec3 aPos; | |
layout (location = 1) in vec3 aNormal; | |
layout (location = 2) in vec2 aTexCoords; | |
out vec2 TexCoords; | |
out vec3 Normal; | |
out vec3 FragPos; | |
uniform mat4 projection; | |
uniform mat4 view; | |
uniform mat4 model; | |
void main() | |
{ | |
TexCoords = aTexCoords; | |
mat3 normalMatrix = transpose(inverse(mat3(model))); | |
Normal = normalMatrix * aNormal; | |
//Normal = aNormal; | |
gl_Position = projection * view * model * vec4(aPos, 1.0f); | |
FragPos = vec3(model * vec4(aPos, 1.0)); | |
} |
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