opengl-deferred/assets/shader/deferred/deferred.fs
2024-10-11 18:38:21 +02:00

27 lines
473 B
GLSL

#version 460 core
layout (location = 0) in vec3 _pos;
layout (location = 1) in vec3 _norm;
layout (location = 2) in vec2 _tex;
layout (location = 3) in uint _id;
layout (std140) uniform matrices
{
mat4 projection;
mat4 camera;
}
uniform mat4 model;
out vec3 pos;
out vec3 norm;
out vec2 tex;
out vec2 id;
void main() {
gl_Position = projection * camera * model * vec4(_pos, 1.0);
pos = vec3(model * vec4(_pos, 1.0));
norm = _norm;
tex = _tex;
id = _id;
}