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authorpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
commitf9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch)
tree9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/4.normal_mapping/shaders/shadow.vs
parent926cbd0d49890772f911e6a6bedb7835605ced89 (diff)
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/4.normal_mapping/shaders/shadow.vs')
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/shadow.vs29
1 files changed, 0 insertions, 29 deletions
diff --git a/advanced_lighting/4.normal_mapping/shaders/shadow.vs b/advanced_lighting/4.normal_mapping/shaders/shadow.vs
deleted file mode 100644
index ac8ee4f..0000000
--- a/advanced_lighting/4.normal_mapping/shaders/shadow.vs
+++ /dev/null
@@ -1,29 +0,0 @@
-#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);
-}