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raylib/examples/models/resources/shaders/glsl100/voxel_lighting.vs
2025-08-20 12:18:51 +02:00

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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);
}