18 lines
325 B
GLSL
18 lines
325 B
GLSL
#version 400 core
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in vec3 in_position;
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in vec3 in_normal;
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uniform mat3 u_normalMatrix;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_projection;
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out vec3 gNormal;
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void main() {
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gl_Position = vec4(in_position, 1.0);
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// Camera space
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gNormal = normalize(vec4(u_normalMatrix * in_normal, 0.0).xyz);
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}
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