27 lines
365 B
GLSL
27 lines
365 B
GLSL
#version 440
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// Wavefront vertices
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in vec3 v;
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in vec2 vt;
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in vec3 vn;
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// Instance data
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in vec3 global_pos;
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uniform mat4 view;
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uniform mat4 proj;
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out vec2 vcoord;
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out float light;
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void main ()
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{
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mat4 proj_view = proj * view;
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vec3 pos = global_pos + v;
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gl_Position = proj_view * vec4(pos, 1);
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vcoord = vt;
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light = dot(vec3(.2, .3, 1), vn) / 2 + .5;
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} |