Saxum/Shader/phong.vsh

24 lines
540 B
GLSL

#version 150
uniform mat4 modelMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 shadowMVPs[5];
in vec3 aPosition;
in vec3 aNormal;
in vec2 aTexCoord;
out vec3 vNormal;
out vec2 vTexCoord;
out vec4 fragPosition;
out vec4 shadowCoord;
void main()
{
fragPosition = modelMatrix * vec4(aPosition, 1.0);
vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
vTexCoord = aTexCoord;
shadowCoord = shadowMVPs[0] * vec4(aPosition, 1.0);
gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
}