init versie

This commit is contained in:
bart
2026-11-08 11:22:15 +01:00
commit dfd497d728
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#version 400
uniform mat4 camera;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 normalMatrix;
uniform mat4 modelMatrix;
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 inCoord;
layout (location = 2) in float zPos;
layout (location =3) in vec3 inNormal;
//in float height;
out vec2 fragTexCoord;
out vec2 tilePos;
out vec3 fragVert;
smooth out vec3 vWorldPos;
uniform mat4 MVP;
smooth out vec3 vNormal;
out float z_pos;
void main()
{
vec4 inPositionScaled = vec4(position, 1.0);
gl_Position = MVP *vec4(position.x,position.y,zPos, 1.0);
vec4 texp= modelViewMatrix *vec4(position.x,position.y,0, 1.0);
fragTexCoord = vec2(texp.x/2,texp.y/2);
vec4 tpos = modelMatrix*vec4(position.x,position.y,0, 1.0);
tilePos = vec2(tpos.x,tpos.y);
//vColor = vec4(color, 1.0);
vec4 vRes = vec4(inNormal, 0.0);
vNormal = inNormal.xyz;
fragVert = position;
vec4 vWorldPosLocal =modelMatrix*inPositionScaled;
vWorldPos = vWorldPosLocal.xyz;
z_pos=zPos;
}