19 lines
617 B
GLSL
19 lines
617 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aNormal;
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uniform mat4 modelTransformation;
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uniform mat4 viewingTransformation;
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uniform mat4 projectionTransformation;
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uniform mat4 normalisationTransformation;
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// uniform mat4 modelTransformation;
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out vec3 normal;
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out vec3 fragmentPosition;
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void main() {
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normal = vec3(modelTransformation * vec4(aNormal, 1.0));
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gl_Position = normalisationTransformation * projectionTransformation * viewingTransformation * modelTransformation * vec4(aPosition, 1.0);
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fragmentPosition = vec3(modelTransformation * vec4(aPosition, 1.0));
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} |