Files
Prism/Editor/assets/shaders/shader.glsl

32 lines
560 B
GLSL

#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;
layout(location = 2) in vec3 a_Tangent;
layout(location = 3) in vec3 a_Bitangent;
layout(location = 4) in vec2 a_TexCoord;
uniform mat4 u_MVP;
out vec3 v_Normal;
void main()
{
gl_Position = u_MVP * vec4(a_Position, 1.0);
v_Normal = a_Normal;
}
#type fragment
#version 430
layout(location = 0) out vec4 finalColor;
//uniform vec4 u_Color;
in vec3 v_Normal;
void main()
{
finalColor = vec4((v_Normal * 0.5 + 0.5), 1.0);// * u_Color.xyz, 1.0);
}