diff options
author | sanine-a <sanine.not@pm.me> | 2020-06-03 00:34:36 -0500 |
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committer | sanine-a <sanine.not@pm.me> | 2020-06-03 00:34:36 -0500 |
commit | 70784cdb24628e758df27cbe1965ff83102decb0 (patch) | |
tree | 46c4b223f63ff044161216dab9511ec8d8ce2192 /demo.vs | |
parent | e1935b6f7af6d036eb15c75c2a98bf43805c48fc (diff) |
add multiple lights to shaders
Diffstat (limited to 'demo.vs')
-rw-r--r-- | demo.vs | 14 |
1 files changed, 7 insertions, 7 deletions
@@ -1,11 +1,11 @@ #version 330 core layout (location = 0) in vec3 position; -layout (location = 1) in vec3 in_normal; +layout (location = 1) in vec3 normal; layout (location = 2) in vec2 texCoord; -out vec2 texture_coordinate; -out vec3 normal; -out vec3 fragment_position; +out vec2 in_texture_coordinate; +out vec3 in_normal; +out vec3 in_fragment_position; uniform mat4 model; uniform mat3 normal_mat; @@ -15,7 +15,7 @@ uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position.xyz, 1.0); - texture_coordinate = texCoord; - normal = mat3(view) * normal_mat * in_normal; - fragment_position = vec3(view * model * vec4(position.xyz, 1.0)); + in_texture_coordinate = texCoord; + in_normal = mat3(view) * normal_mat * normal; + in_fragment_position = vec3(view * model * vec4(position.xyz, 1.0)); }
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