based-lighting.vert
The Phong Lighting Base implementationgolxzn
glsl
a year ago
595 B
12
Indexable
[glsl]
#version 300 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_uv;
layout(location = 0) out vec3 frag_position;
layout(location = 1) out vec3 frag_normal;
layout(location = 2) out vec2 frag_uv;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform mat3 u_normal_matrix;
void main() {
vec4 position = u_view * u_model * vec4(a_position, 1.0);
gl_Position = u_projection * position;
frag_position = position.xyz;
frag_normal = u_normal_matrix * a_normal;
frag_uv = a_uv;
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