| #version 150 core |
| |
| in vec3 vertexPosition; |
| in vec3 vertexNormal; |
| in vec2 vertexTexCoord; |
| |
| out vec3 worldPosition; |
| out vec3 worldNormal; |
| out vec2 texCoord; |
| |
| uniform mat4 modelMatrix; |
| uniform mat3 modelNormalMatrix; |
| uniform mat4 mvp; |
| |
| uniform vec2 texCoordScale; |
| uniform vec2 texCoordBias; |
| |
| void main() |
| { |
| texCoord = vertexTexCoord * texCoordScale + texCoordBias; |
| worldNormal = normalize(modelNormalMatrix * vertexNormal); |
| worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); |
| |
| gl_Position = mvp * vec4(vertexPosition, 1.0); |
| } |