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- #version 330
- #pragma debug(on)
- in layout(location = 0) vec3 a_positions;
- in layout(location = 1) vec3 a_normals;
- //in layout(location = 2) vec2 a_texCoord;
- uniform mat4 u_transform;
- uniform mat4 u_modelTransform;
- out vec3 v_normals;
- out vec3 v_position;
- void main()
- {
- gl_Position = u_transform * vec4(a_positions, 1.f);
- v_position = (u_modelTransform * vec4(a_positions,1)).xyz;
- //v_normals = (u_modelTransform * vec4(a_normals,0)).xyz; //uniform scale
- v_normals = mat3(transpose(inverse(mat3(u_modelTransform)))) * a_normals; //non uniform scale
- v_normals = normalize(v_normals);
-
- }
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