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authorsanine-a <sanine.not@pm.me>2020-06-03 00:34:36 -0500
committersanine-a <sanine.not@pm.me>2020-06-03 00:34:36 -0500
commit70784cdb24628e758df27cbe1965ff83102decb0 (patch)
tree46c4b223f63ff044161216dab9511ec8d8ce2192 /demo.vs
parente1935b6f7af6d036eb15c75c2a98bf43805c48fc (diff)
add multiple lights to shaders
Diffstat (limited to 'demo.vs')
-rw-r--r--demo.vs14
1 files changed, 7 insertions, 7 deletions
diff --git a/demo.vs b/demo.vs
index c1ec38f..ba1a83d 100644
--- a/demo.vs
+++ b/demo.vs
@@ -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));
} \ No newline at end of file