map3drendering/Map3DRendering/Shaders/shader.vert
2024-03-01 21:56:18 +01:00

29 lines
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668 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec4 aColor;
layout (location = 3) in vec4 aColorFar;
layout (location = 4) in vec2 aTexCoord;
layout (location = 5) in vec4 aTexType;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 FragPos;
out vec3 Normal;
out vec4 Color;
out vec4 FarColor;
out vec2 TexCoord;
out vec4 TexType;
void main()
{
gl_Position = vec4(aPos, 1.0) * model * view * projection;
FragPos = vec3(vec4(aPos, 1.0) * model);
Normal = aNormal;
Color = aColor;
FarColor = aColorFar;
TexCoord = aTexCoord;
TexType = aTexType;
}