29 lines
576 B
GLSL
29 lines
576 B
GLSL
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#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightspace;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec4 fragPos;
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out vec4 fragPosLightspace;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main() {
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fragTexCoord = vertTexCoord;
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fragNormal = normalize(normal);
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gl_Position = projection * view * model * vec4(vert, 1);
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fragPos = model * vec4(vert, 1);
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fragPosLightspace = lightspace * fragPos;
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}
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