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| author | Patrick Schönberger | 2021-01-20 12:30:16 +0100 |
|---|---|---|
| committer | Patrick Schönberger | 2021-01-20 12:30:16 +0100 |
| commit | 3482c97d66930004d823462c19efb57a8fc1e5de (patch) | |
| tree | 26718d6dbfd7d33fab2bbb2a1f91e01df63773e5 /shaders/vert.glsl | |
| parent | d231a4a0d3eca45bb1129f8fa5f9d093f3eff480 (diff) | |
| download | subsurface_scattering-3482c97d66930004d823462c19efb57a8fc1e5de.tar.gz subsurface_scattering-3482c97d66930004d823462c19efb57a8fc1e5de.zip | |
Code Refactoring
Diffstat (limited to 'shaders/vert.glsl')
| -rw-r--r-- | shaders/vert.glsl | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/shaders/vert.glsl b/shaders/vert.glsl new file mode 100644 index 0000000..fc3721a --- /dev/null +++ b/shaders/vert.glsl @@ -0,0 +1,18 @@ +#version 330 core
+
+layout (location = 0) in vec3 pos;
+layout (location = 1) in vec3 normal;
+
+out vec3 FragPos;
+out vec3 Normal;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+void main()
+{
+ gl_Position = projection * view * model * vec4(pos, 1.0);
+ FragPos = vec3(model * vec4(pos, 1));
+ Normal = normal;
+}
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