gltut / Tut 13 Impostors / data / PN.vert

#version 330

layout(std140) uniform;

layout(location = 0) in vec3 position;
layout(location = 2) in vec3 normal;

out vec3 vertexNormal;
out vec3 cameraSpacePosition;

uniform Projection
	mat4 cameraToClipMatrix;

uniform mat4 modelToCameraMatrix;
uniform mat3 normalModelToCameraMatrix;

void main()
	vec4 tempCamPosition = (modelToCameraMatrix * vec4(position, 1.0));
	gl_Position = cameraToClipMatrix * tempCamPosition;

	vertexNormal = normalize(normalModelToCameraMatrix * normal);
	cameraSpacePosition = vec3(tempCamPosition);
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