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author | pryazha <pryadeiniv@mail.ru> | 2025-02-06 12:38:09 +0500 |
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committer | pryazha <pryadeiniv@mail.ru> | 2025-02-06 12:38:09 +0500 |
commit | 926cbd0d49890772f911e6a6bedb7835605ced89 (patch) | |
tree | ea27e2c84e32ab6d8d29af9e61cd432e30a46bc6 /advanced_lighting/4.normal_mapping/shaders/shadow.vs | |
parent | bf1c59565096ac9774493846cfb15e259d3b0e66 (diff) |
change
Diffstat (limited to 'advanced_lighting/4.normal_mapping/shaders/shadow.vs')
-rw-r--r-- | advanced_lighting/4.normal_mapping/shaders/shadow.vs | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.vs b/advanced_lighting/4.normal_mapping/shaders/shadow.vs new file mode 100644 index 0000000..ac8ee4f --- /dev/null +++ b/advanced_lighting/4.normal_mapping/shaders/shadow.vs @@ -0,0 +1,29 @@ +#version 330 core +layout(location = 0) in vec3 apos; +layout(location = 1) in vec3 anormal; +layout(location = 2) in vec2 atex_coords; + +out VS_OUT { + vec3 frag_pos; + vec3 normal; + vec2 tex_coords; +} vs_out; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +uniform bool reverse_normals; + +void +main(void) +{ + vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); + if (reverse_normals) + vs_out.normal = mat3(transpose(inverse(model)))*(-1.0*anormal); + else + vs_out.normal = mat3(transpose(inverse(model)))*anormal; + + vs_out.tex_coords = atex_coords; + gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0); +} |