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2025-09-09 14:29:46 -05:00

34 lines
821 B
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
out vec3 worldPos;
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0)));
// Store world position for sky calculations
worldPos = vertexPosition;
// Calculate final vertex position
gl_Position = mvp * vec4(vertexPosition, 1.0);
}