/*================================================================ * shaders/standard/basic_vs.glsl * * Copyright (c) 2021 nullprop * ================================ Basic vertex shader. =================================================================*/ #version 330 core layout(location = 0) in vec3 a_pos; layout(location = 1) in vec3 a_normal; layout(location = 2) in vec2 a_texcoord; uniform mat4 u_proj; uniform mat4 u_view; out vec3 v_normal; out vec2 v_texcoord; void main() { v_normal = -normalize(mat3(u_view) * a_normal); v_texcoord = a_texcoord; gl_Position = u_proj * u_view * vec4(a_pos, 1.0); }