Inferno Game Engine
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#version 450 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec4 a_color;
layout(location = 3) in vec2 a_textureCoordinates;
layout(location = 4) in uint a_textureIndex;
out vec3 v_position;
out vec3 v_normal;
out vec4 v_color;
out vec2 v_textureCoordinates;
out flat uint v_textureIndex;
layout(std140, binding = 0) uniform Camera
{
mat4 u_projectionView;
vec3 u_position;
};
void main()
{
v_position = a_position;
v_normal = a_normal;
v_color = a_color;
v_textureCoordinates = a_textureCoordinates;
v_textureIndex = a_textureIndex;
// Vclip = Camera projection * Camera view * Model transform * Vlocal
gl_Position = u_projectionView * vec4(a_position, 1.0f);
}