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-rw-r--r--advanced_lighting/3.2.point_shadows/shaders/shadow.vert28
1 files changed, 28 insertions, 0 deletions
diff --git a/advanced_lighting/3.2.point_shadows/shaders/shadow.vert b/advanced_lighting/3.2.point_shadows/shaders/shadow.vert
new file mode 100644
index 0000000..dccaa76
--- /dev/null
+++ b/advanced_lighting/3.2.point_shadows/shaders/shadow.vert
@@ -0,0 +1,28 @@
+#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 proj;
+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 = proj*view*vec4(vs_out.frag_pos, 1.0);
+}