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skcblitz/shaders/world.vsh
2025-09-02 14:43:36 +02:00

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GLSL

layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 norm;
layout (location = 2) in vec2 coord;
out vec3 vertex;
out vec3 normal;
out vec2 tex_coord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D tex;
uniform float density;
void main() {
vertex = vec3(model * vec4(pos, 1.0));
normal = mat3(transpose(inverse(model))) * norm;
tex_coord = coord * density / textureSize(tex, 0);
gl_Position = projection * view * vec4(vertex, 1.0);
}