26 lines
398 B
GLSL
26 lines
398 B
GLSL
#version 330
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in vec3 position;
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in vec3 normal;
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in vec3 normal_data;
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in vec3 tangent;
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in vec3 uv;
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in vec4 color;
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out vData {
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vec3 normal;
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vec3 normal_data;
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vec3 tangent;
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vec3 uv;
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vec4 color;
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} vertex;
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void main() {
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gl_Position = vec4(position, 1.0);
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vertex.normal = normal;
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vertex.normal_data = normal_data;
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vertex.tangent = normalize(tangent);
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vertex.uv = uv;
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vertex.color = color;
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}
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