gl01/internal/asset/shader/world/water.vert

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GLSL
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#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightspace;
layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;
layout (location = 4) in float light;
out vec4 fragPos;
out vec4 fragPosView;
out vec4 fragPosLightspace;
out vec3 fragNormal;
out vec2 fragTexCoord;
void main() {
fragTexCoord = texCoord;
fragPos = model * vec4(vert, 1);
fragPosView = view * fragPos;
fragPosLightspace = lightspace * fragPos;
fragNormal = normal;
gl_Position = projection * fragPosView;
}