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| author | Patrick | 2021-03-26 19:11:29 +0100 |
|---|---|---|
| committer | Patrick | 2021-03-26 19:11:29 +0100 |
| commit | 36fb27a899045de24d71d55b06648abda7547268 (patch) | |
| tree | c5adeba0a8d9da11ed36f93a638e9904c83aca5e /shaders/ts_vert_irradiance.glsl | |
| parent | a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006 (diff) | |
| download | subsurface_scattering-36fb27a899045de24d71d55b06648abda7547268.tar.gz subsurface_scattering-36fb27a899045de24d71d55b06648abda7547268.zip | |
pre cleanup
Diffstat (limited to 'shaders/ts_vert_irradiance.glsl')
| -rw-r--r-- | shaders/ts_vert_irradiance.glsl | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/shaders/ts_vert_irradiance.glsl b/shaders/ts_vert_irradiance.glsl new file mode 100644 index 0000000..afe5645 --- /dev/null +++ b/shaders/ts_vert_irradiance.glsl @@ -0,0 +1,19 @@ +#version 330 core
+
+layout (location = 0) in vec3 pos;
+layout (location = 1) in vec3 normal;
+layout (location = 2) in vec2 uv;
+
+out vec3 Normal;
+out vec3 FragPos;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+void main()
+{
+ FragPos = vec3(model * vec4(pos, 1.0));
+ gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
+ Normal = normal;
+}
|
