UltimateZoneBuilder/Source/Core/Resources/world3d_lightpass.vp
2019-12-21 01:26:58 +01:00

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in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec3 PosW;
out vec3 Normal;
out vec4 viewpos;
uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 modelnormal;
void main()
{
viewpos = view * world * vec4(AttrPosition, 1.0);
gl_Position = projection * viewpos;
PosW = (world * vec4(AttrPosition, 1.0)).xyz;
Color = AttrColor;
UV = AttrUV;
Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
}