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#version 330
// CSci-4611 Assignment 5: Art Render
// You should not need to modify this vertex shader
uniform mat4 model_view_matrix;
uniform mat4 normal_matrix;
uniform mat4 proj_matrix;
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec3 normal;
out vec3 position_in_eye_space;
out vec3 normal_in_eye_space;
void main() {
position_in_eye_space = (model_view_matrix * vec4(vertex,1)).xyz;
normal_in_eye_space = normalize((normal_matrix * vec4(normal,0)).xyz);
gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1);
}
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