Saxum/Shader/HelloWorld.vsh
2014-10-20 17:31:26 +02:00

19 lines
354 B
GLSL

#version 150
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
in vec3 aNormal;
in vec3 aPosition;
in vec2 aTexCoord;
out vec3 vNormal;
out vec2 vTexCoord;
void main()
{
vNormal = inverse(transpose(mat3(uViewMatrix))) * aNormal;
vTexCoord = aTexCoord;
gl_Position = uProjectionMatrix * uViewMatrix * vec4(aPosition, 1.0);
}