gltut / Tut 18 Bumpy Textures / data / lit.vert

Jason McKesson 1b51d63 

#version 330

layout(std140) uniform;

layout(location = 0) in vec3 position;
layout(location = 2) in vec3 normal;
layout(location = 3) in vec3 tangent;
layout(location = 4) in vec3 bitangent;
layout(location = 5) in vec2 texCoord;

out vec3 cameraSpacePosition;
out vec3 cameraSpaceNormal;

uniform Projection
	mat4 cameraToClipMatrix;

uniform mat4 modelToCameraMatrix;
uniform mat3 normalModelToCameraMatrix;

void main()
	cameraSpacePosition = (modelToCameraMatrix * vec4(position, 1.0)).xyz;
	gl_Position = cameraToClipMatrix * vec4(cameraSpacePosition, 1.0);
	cameraSpaceNormal = normalize(normalModelToCameraMatrix * normal);
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