road.vert 469 B

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  1. #version 330 core
  2. layout(location = 0) in vec3 a_position;
  3. layout(location = 1) in vec3 a_normal;
  4. layout(location = 2) in vec2 a_tex_coord;
  5. uniform mat4 u_mvp;
  6. uniform mat4 u_model;
  7. out vec3 v_normal;
  8. out vec2 v_tex_coord;
  9. out vec3 v_world_pos;
  10. void main() {
  11. v_normal = normalize(mat3(transpose(inverse(u_model))) * a_normal);
  12. v_tex_coord = a_tex_coord;
  13. v_world_pos = vec3(u_model * vec4(a_position, 1.0));
  14. gl_Position = u_mvp * vec4(a_position, 1.0);
  15. }