23 lines
577 B
GLSL
23 lines
577 B
GLSL
#version 150
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in vec3 aPosition;
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in vec3 aNormal;
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in vec2 aTexCoord;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform float skydomeSize;
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uniform vec3 directionalVector;
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uniform vec3 cameraCenter;
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out vec2 vTexCoord;
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out vec4 fragPosition;
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out vec4 sunPosition;
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void main() {
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vTexCoord = aTexCoord;
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sunPosition = (normalize(vec4(directionalVector, 0.0)) * skydomeSize) + vec4(cameraCenter.x, 0, cameraCenter.z, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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