3 #define MATRIX_UNIFORMS 0
5 layout(std140, binding = MATRIX_UNIFORMS) uniform vu {
7 uniform mat4 mmviewproj;
11 const vec3 lpos = vec3(-10.0, 100.0, 10.0);
14 layout(location = 1) in vec3 attr_pos;
15 layout(location = 2) in vec3 attr_normal;
16 layout(location = 3) in vec2 attr_tex;
19 layout(location = 4) out vec3 pos;
20 layout(location = 5) out vec2 tex_coord;
21 layout(location = 6) out vec3 world_normal;
25 gl_Position = m.mmviewproj * vec4(attr_pos, 1.0);
27 pos = (m.mview * vec4(attr_pos, 1.0)).xyz;
30 world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz;