26 lines
414 B
GLSL
26 lines
414 B
GLSL
R"raw_string(
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#version 120
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attribute vec3 in_vertex;
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attribute vec3 in_normal;
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varying vec3 vertex;
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varying vec3 normal;
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varying vec3 lightvec;
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uniform mat4 model;
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uniform vec3 lightpos;
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void main()
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{
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//vec3 p = position + scale*gl_Vertex.xyz;
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vec3 p = (model*gl_Vertex).xyz;
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lightvec = normalize(lightpos - p);
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vertex = p.xyz;
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normal = in_normal.xyz;
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gl_Position = vec4(p, 1.0);
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}
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)raw_string"
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