Files
gpu-renderer/vert.glsl
T

18 lines
343 B
GLSL

#version 450
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 0) out vec3 frag_normal;
layout(binding = 0) uniform mvp_t {
mat4 model;
mat4 view;
mat4 proj;
} mvp;
void main() {
gl_Position = mvp.proj * mvp.view * mvp.model * vec4(position, 1.0);
frag_normal = mat3(mvp.model) * normal;
}