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LearnOpenGL/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.vs
2015-04-27 13:37:18 +02:00

24 lines
513 B
GLSL

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
out vec2 TexCoords;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
vs_out.FragPos = position;
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
vs_out.TexCoords = texCoords;
}