#version 330 // Matrices uniform mat4 modelViewMatrix; uniform mat4 MVP; uniform mat4 normalMatrix; uniform mat4 viewMatrix; layout(location = 0)in vec3 inPosition; layout(location = 1)in vec3 inNormal; layout(location = 2)in vec4 inTexCoord; out vec3 varNormal; out vec2 varTexCoord; /*void computeLightingVectorsInView(in vec3 posInView, in vec3 lightPosition, out vec3 lightDir, out vec3 halfVec){ lightDir = vec3(viewMatrix*vec4(lightPosition, 1.0)) - posInView; halfVec = normalize(lightDir - posInView); lightDir = normalize(lightDir); }*/ void main(void) { // normales corrigées (en fonction de la vue) varNormal = normalize(vec3(normalMatrix*vec4(inNormal,0))); // coordonnées de texture varTexCoord = inTexCoord.xy; // position du vertex gl_Position = MVP*vec4(inPosition, 1.0); }