| 1234567891011121314151617181920212223242526272829303132 |
- #version 330
- uniform mat4 u_worldToClipMatrix;
- uniform mat4 u_objectToWorldMatrix;
- in vec2 a_texCoords;
- in vec4 a_color;
- in vec3 a_position;
- in vec3 a_normal;
- in vec3 a_tangent;
- in vec3 a_bitangent;
- out vec4 v_surfaceColor;
- out vec3 v_worldPosition;
- out vec3 v_normal;
- out vec2 v_texCoords;
- out vec3 v_tangent;
- out vec3 v_bitangent;
- void main()
- {
- vec3 objectPosition = a_position;
- vec4 worldPosition = u_objectToWorldMatrix * vec4(objectPosition, 1.0);
- gl_Position = u_worldToClipMatrix * worldPosition; //Convert to clip space
- v_texCoords = a_texCoords;
- v_worldPosition = worldPosition.xyz;
- v_surfaceColor = a_color;
- v_tangent = a_tangent;
- v_bitangent = a_bitangent;
- v_normal = a_normal;
- }
|