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path: root/08-august/resources/shaders/terrainShader.vert
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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 );
}