30 lines
471 B
GLSL
30 lines
471 B
GLSL
#type vertex
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#version 430 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec3 a_Normal;
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uniform mat4 u_MVP;
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out vec3 v_Normal;
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void main()
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{
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gl_Position = u_MVP * vec4(a_Position, 1.0);
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v_Normal = a_Normal;
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}
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#type fragment
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#version 430 core
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layout(location = 0) out vec4 o_Color;
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uniform vec4 u_Color;
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in vec3 v_Normal;
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void main()
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{
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o_Color = u_Color * vec4(v_Normal * 0.5 + 0.5, 1.0f);
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// o_Color = vec4(0.6, 0.7, 0.8, 1.0);
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}
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