scop/src/shader.vs

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#version 330
layout (location = 0) in vec3 Position;
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layout (location = 1) in vec2 Uvs;
layout (location = 2) in vec3 Normal;
uniform float gScale;
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uniform mat4 view;
uniform mat4 proj;
uniform mat4 model;
uniform mat4 normalMat;
flat out int vID;
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out vec2 texCoord;
out vec3 position;
out vec3 normal;
void main()
{
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vec4 test = proj * view * model * vec4(Position, 1.0);
gl_Position = test;
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// gl_Position = vec4(gScale * Position.x,gScale * Position.y, gScale * Position.z, 1.0);
vID = gl_VertexID;
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texCoord = Uvs;
position = Position;
normal = (normalMat * vec4(Normal, 1.)).xyz;
}