Files
ghostland-game/ghostshader.glsl

23 lines
580 B
GLSL

#version 460 core
// Billboarded ghost vertex shader: passes world pos/normal and flips UV.y for texture atlases.
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
gl_Position = projection * view * vec4(FragPos, 1.0);
}