raylib/examples/shaders/resources/shaders/glsl330/lightmap.vs
2023-05-04 20:21:35 +02:00

28 lines
667 B
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
out vec4 fragColor;
void main() {
// Send vertex attributes to fragment shader
fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}