2 //#extension GL_ARB_separate_shader_objects : enable
4 layout(std140, binding = 0) uniform matrix_state {
6 uniform mat4 mmviewproj;
10 layout(location = 0) out vec3 pos;
11 layout(location = 1) out vec2 tex_coord;
12 layout(location = 2) out vec3 world_normal;
14 const vec3 lpos = vec3(-10.0, 100.0, 10.0);
17 layout(location = 1) in vec3 attr_pos;
18 layout(location = 2) in vec3 attr_normal;
19 layout(location = 3) in vec2 attr_tex;
23 gl_Position = m.mmviewproj * vec4(attr_pos, 1.0);
25 pos = (m.mview * vec4(attr_pos, 1.0)).xyz;
28 world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz;