2022-09-20 12:48:22 +00:00
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#version 330
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layout(location = 0) in vec4 vertex;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec3 color;
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layout(location = 3) in vec2 texCoord;
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layout(location = 4) in float metalness;
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layout(location = 5) in float roughness;
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layout(location = 6) in vec3 tangent;
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layout(location = 7) in float alpha;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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void main()
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{
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vertex;
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}
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