Files
raylib/examples/models/resources/shaders/glsl100/voxel_lighting.vs

29 lines
611 B
GLSL

#version 100
precision mediump float;
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// attribute vec2 vertexTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output to fragment shader
varying vec3 fragPosition;
varying vec4 fragColor;
varying vec3 fragNormal;
void main()
{
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
gl_Position = mvp*vec4(vertexPosition, 1.0);
}