gltest/shaders/vertex.glsl

19 lines
377 B
GLSL

#version 330 core
uniform mat4 mWorld;
uniform mat4 mView;
uniform mat4 mProjection;
uniform vec3 vEye;
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
out float zPos;
out vec3 norm;
void main () {
norm = vec3(mProjection*mView*mWorld*vec4(normal, 0));
zPos = position.z;
gl_Position = mProjection*mView*mWorld*vec4(position, 1.0);
}