Files
i-mic-fps/shaders/vertex/default.glsl

51 lines
1.2 KiB
GLSL

# version 330 core
@include "light_struct"
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
layout(location = 4) in float inTextureID;
out vec3 outPosition;
out vec3 outColor;
out vec3 outNormal;
out vec3 outUV;
out float outTextureID;
out Light outLights[MAX_LIGHTS];
flat out int outTotalLights;
out vec3 outFragPos;
out vec3 outViewPos;
out vec3 outCameraPos;
flat out int outHasTexture;
flat out int outDisableLighting;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform int hasTexture;
uniform int totalLights;
uniform Light lights[MAX_LIGHTS];
uniform vec3 cameraPos;
uniform int disableLighting;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
outLights = lights;
outTotalLights = totalLights;
outCameraPos = cameraPos;
outDisableLighting = disableLighting;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}