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