Files
loop/shader/lighting/surface.vert
T
2021-06-25 02:27:33 +02:00

14 lines
325 B
GLSL

#version 430 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec2 radLum;
out vec3 dField;
out float lum;
void main()
{
dField = (position - lightPos) / radLum.x;
lum = radLum.y;
gl_Position = theMat * vec4(position,1);
}