17 lines
418 B
GLSL
17 lines
418 B
GLSL
uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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in vec3 inPosition;
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in vec3 inNormal;
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out vec3 vWorldPos;
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out vec3 vNormal;
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void main() {
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vec4 worldPos4 = g_WorldMatrix * vec4(inPosition, 1.0);
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mat3 worldMat3 = mat3(g_WorldMatrix);
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vWorldPos = worldPos4.xyz;
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vNormal = normalize(worldMat3 * inNormal);
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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}
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