mgecumshooter/esotera
#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matView;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = mat3(transpose(inverse(matModel))) * vertexNormal;
// fragNormal = mat3(matView) * mat3(matModel) * vertexNormal;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}