terrain-gen/shaders/normal.vert

18 lines
325 B
GLSL

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