| #version 450 |
| |
| layout(location = 0) in vec3 vertexPosition; |
| layout(location = 1) in vec3 vertexNormal; |
| |
| layout(location = 0) out vec3 worldPosition; |
| layout(location = 1) out vec3 worldNormal; |
| |
| layout(std140, binding = 1) uniform qt3d_command_uniforms { |
| mat4 modelMatrix; |
| mat4 inverseModelMatrix; |
| mat4 modelViewMatrix; |
| mat3 modelNormalMatrix; |
| mat4 inverseModelViewMatrix; |
| mat4 mvp; |
| mat4 inverseModelViewProjectionMatrix; |
| }; |
| |
| void main() |
| { |
| worldNormal = normalize( modelNormalMatrix * vertexNormal ); |
| worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) ); |
| |
| gl_Position = mvp * vec4( vertexPosition, 1.0 ); |
| } |