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object_vs.glsl
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object_vs.glsl
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#version 450
layout(location=0) in vec3 position;
layout(location=1) in vec3 normals;
layout(location=2) in vec2 uv;
uniform mat4 model_view_matrix;
uniform mat4 projection_matrix;
uniform vec3 light_pos;
uniform vec3 light_color;
out VS_OUT
{
vec3 position;
vec3 normals;
vec2 uv;
vec3 light_pos;
} vs_out;
void main() {
gl_Position = projection_matrix * model_view_matrix * vec4(position, 1.0f);
/* vec3 normal = normalize(normals) ; */
/* vec3 light_dir = light_pos - position; */
/* float dist = length(light_dir); */
/* out_color = clamp( dot(normal, light_dir) * color, 0, 1); */
/* float light_coeff = 1.0 / (1.0 + 0.01 * pow(dist, 2)); */
/* out_color = clamp( dot(normal, normalize(light_dir)) * light_color * light_coeff, 0.1, 1); */
vs_out.position = position;
vs_out.normals = normals;
vs_out.uv = uv;
vs_out.light_pos = light_pos;
}