BlankShader.vertex.glsl 705 B

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  1. #version 330
  2. uniform mat4 u_worldToClipMatrix;
  3. uniform mat4 u_objectToWorldMatrix;
  4. in vec2 a_texCoords;
  5. in vec4 a_color;
  6. in vec3 a_position;
  7. in vec3 a_normal;
  8. in vec3 a_tangent;
  9. in vec3 a_bitangent;
  10. out vec4 v_surfaceColor;
  11. out vec3 v_worldPosition;
  12. out vec3 v_normal;
  13. out vec2 v_texCoords;
  14. out vec3 v_tangent;
  15. out vec3 v_bitangent;
  16. void main()
  17. {
  18. vec3 objectPosition = a_position;
  19. vec4 worldPosition = u_objectToWorldMatrix * vec4(objectPosition, 1.0);
  20. gl_Position = u_worldToClipMatrix * worldPosition; //Convert to clip space
  21. v_texCoords = a_texCoords;
  22. v_worldPosition = worldPosition.xyz;
  23. v_surfaceColor = a_color;
  24. v_tangent = a_tangent;
  25. v_bitangent = a_bitangent;
  26. v_normal = a_normal;
  27. }