computer-grafik-1/u07-light/vertexShader.glsl

19 lines
617 B
GLSL

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