17 lines
639 B
GLSL
17 lines
639 B
GLSL
#version 330 core
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layout(location = 0) in vec3 position; // Vertex position
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layout(location = 1) in vec3 normal; // Vertex normal
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layout(location = 2) in vec2 texCoord; // Vertex texture coordinate
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out vec3 Color; // Output color to the fragment shader
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out vec2 TexCoord; // Output texture coordinate to the fragment shader
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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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void main() {
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gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
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Color = normal * 0.5 + 0.5; // Simple coloring based on normal
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TexCoord = texCoord; // Pass through the texture coordinate
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} |