第 1 课:Ins and outs
实现
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
in vec3 position;
in vec3 normal;
in vec4 color;
out vec3 vNormal;
out vec4 vColor;
void main() {
vColor = color;
vNormal = mat3(transpose(inverse(modelMatrix))) * normal;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}