qtk/resources/shaders/vertex/rgb-normals.vert

27 lines
837 B
GLSL

#version 330
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
// Solid color input from application
// Color to output to fragment shader
out vec3 vNormal;
// Model View Projection matrix found by P * V * M
//uniform mat3 uModelInverseTransposed;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main()
{
gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);
// This isn't a shader we plan to use heavily, it's useful for testing normals
// + We can see what the value of normals are on the object based on color
vNormal = mat3(transpose(inverse(uModel))) * aNormal;
// vNormal = uModelInverseTransposed * aNormal;
// vNormal = aNormal; // This is possible without the additional uniform
// Or you could find this on the GPU using the uModel matrix
}