22 lines
450 B
GLSL
22 lines
450 B
GLSL
#version 330
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in vec3 position;
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in vec3 normal;
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out vec3 Normal;
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out vec3 FragPos;
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out vec4 FragPosLightSpace;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 lightSpaceMatrix;
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void main() {
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gl_Position = proj * view * model * vec4(position, 1.0);
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FragPos = vec3(model * vec4(position, 1.0));
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FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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Normal = mat3(model) * normal;
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}
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