41 lines
760 B
GLSL
41 lines
760 B
GLSL
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#version 460 core
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#extension GL_ARB_bindless_texture : require
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layout (location = 0) in sampler2D aTex;
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layout (location = 1) in vec2 aTexPos;
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layout (location = 2) in vec4 aPos;
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layout (location = 3) in vec3 aNormal;
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layout (location = 4) in vec4 aColour;
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layout (location = 5) in vec3 aMaterial;
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uniform mat4 model;
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uniform mat4 camera;
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uniform mat4 projection;
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out VS_OUT {
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vec3 normal;
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vec4 colour;
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vec3 pos;
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vec2 tex_pos;
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vec3 material;
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} vout;
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out flat sampler2D frag_tex;
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void main()
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{
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mat4 mvp = camera * model;
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vec4 pos = mvp * aPos;
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vout.normal = mat3(model) * aNormal;
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vout.pos = (model * aPos).xyz;
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vout.colour = aColour;
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vout.tex_pos = aTexPos;
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vout.material = aMaterial;
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frag_tex = aTex;
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gl_Position = projection * pos;
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}
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