Files
loop/shader/lighting/surface.vert
T

14 lines
326 B
GLSL

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