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#version 150
in vec3 in_position ;
in vec3 in_normal ;
in vec2 in_texMapping ;
uniform mat4 pMat ;
uniform mat4 mvMat ;
uniform vec3 light ;
out vec3 trueNormal ;
out vec2 texCoord ;
out float intensity ;
out vec4 location ;
out vec3 light2 ;
out vec2 texMapping ;
out mat3 normalMat ;
// (-4.330127,5.0,7.4999995)
void main() {
light2 = light ; //multMat(mvMat * vec4(light,1)).xyz ;
location = mvMat * vec4(in_position, 1.0) ;
gl_Position = pMat * location;
texCoord = vec2(in_position) * vec2(0.5) + vec2(0.5);
texMapping = in_texMapping ;
trueNormal = inverse(transpose(mat3(mvMat))) * (-in_normal) ;
}
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