mirror of
https://github.com/raysan5/raylib.git
synced 2026-04-22 23:03:59 -04:00
* added cel-shading and outline using inverted hull example * new screenshot * added glsl100+120 compat * updated view * unnecessary spacing
26 lines
583 B
GLSL
26 lines
583 B
GLSL
#version 330
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// Raylib standard attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Raylib standard uniforms
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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void main() {
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0)));
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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