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justhomework/OpenGL/lab2/src/tex.vs

24 lines
510 B
GLSL

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
out vec2 TexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 trans;
uniform mat4 view;
uniform mat4 projection;
void main() {
// 计算角度
FragPos = vec3(trans * vec4(aPos, 1.0));
// 计算法向量
Normal = mat3(transpose(inverse(trans))) * aNormal;
gl_Position = projection * view * trans * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}