LWJGL Shader Tutorials / src / com / ra4king / opengl / arcsynthesis / gl33 / chapter12 / example2 / example12.2.PCN.vert

#version 330

layout(std140) uniform;

layout(location = 0) in vec3 position;
layout(location = 1) in vec4 inDiffuseColor;
layout(location = 2) in vec3 normal;

out vec4 diffuseColor;
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);
	diffuseColor = inDiffuseColor;
	cameraSpacePosition = vec3(tempCamPosition);
}
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