21 lines
482 B
GLSL
21 lines
482 B
GLSL
#version 430
|
|
|
|
in vec4 p3d_Vertex;
|
|
in vec3 p3d_Normal;
|
|
in vec2 p3d_MultiTexCoord0;
|
|
|
|
uniform mat4 p3d_ViewProjectionMatrix;
|
|
uniform mat4 p3d_ModelMatrix;
|
|
uniform mat3 tpose_world_to_model;
|
|
|
|
out vec3 ws_position;
|
|
out vec3 ws_normal;
|
|
out vec2 ms_uv;
|
|
|
|
void main() {
|
|
ms_uv = p3d_MultiTexCoord0;
|
|
ws_normal = normalize(tpose_world_to_model * p3d_Normal).xyz;
|
|
ws_position = (p3d_ModelMatrix * p3d_Vertex).xyz;
|
|
gl_Position = p3d_ViewProjectionMatrix * vec4(ws_position, 1);
|
|
}
|