#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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//in vec4 vertexColor; // Not required
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in mat4 instanceTransform;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add your custom variables here
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vec4(1.0);
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position, note that we multiply mvp by instanceTransform
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gl_Position = mvp*instanceTransform*vec4(vertexPosition, 1.0);
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}
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