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Fix maps not being bound in materials
[opengl.git]
/
vertex.glsl
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#version 330
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in vec3 vPosition;
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in vec4 vColor;
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in vec3 vNormal;
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in vec2 vTexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec4 color;
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out vec3 normal;
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out vec3 fragPos;
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out vec3 normalEye;
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out vec2 texCoord;
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void main() {
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vec4 pos = model * vec4(vPosition, 1.f);
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gl_Position = projection * view * pos;
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fragPos = vec3(pos);
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color = vColor;
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normal = mat3(transpose(inverse(model))) * vNormal;
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normalEye = vec3(view * vec4(normal, 0.0));
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texCoord = vTexCoord;
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}