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#version 420
in layout(location=0) vec3 position; /* vertex position in model space */
in layout(location=1) vec2 Texture_UV;
in layout(location=2) vec3 normal; /* vertex normal in model space */
in layout(location=3) vec3 tangent;
uniform mat4 M_MVP; /* Total Transform matrix */
uniform mat4 M_model; /* Model to world space transformation matrix */
uniform vec3 lightPosition[4];
uniform vec3 World_eyePosition;
out vec2 Fragment_UV; /* UV coordinates for the fragment */
out vec3 normal0;
out vec4 Fragment_Color;
out vec3 toLightVector[4];
out vec3 toEyeVector;
void main()
{
vec3 World_Position = vec3(M_model * vec4(position, 1.0));
for(int i = 0; i < 4; i++)
{
/* vector que apunta hacia la luz*/
toLightVector[i] = lightPosition[i] - World_Position;
}
/* Vector hacia el ojo*/
toEyeVector = normalize(World_eyePosition - World_Position);
gl_Position = M_MVP * vec4(position, 1.0);
Fragment_UV = vec2(Texture_UV.x, 1 - Texture_UV.y); /*Invert y axis*/
/*We add a 0 on the vec4 so we can remove the translation from the matrix
(WE DONT WANT THE NORMAL TO BE TRANSLATED) */
normal0 = normalize( (M_model * vec4(normal, 0.0)).xyz );
}
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