Files
2026-05-18 18:10:06 -04:00

22 lines
448 B
GLSL

#version 400
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec3 normal;
out vec3 Position;
out vec2 TexCoord;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
Position = vec3(model * vec4(position, 1.0));
Normal = mat3(transpose(inverse(model))) * normal;
TexCoord = uv;
gl_Position = projection * view * vec4(Position, 1.0);
}