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raylib-cs/Examples/resources/shaders/glsl330/cel.vs
2026-05-21 06:09:28 +02:00

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GLSL

#version 330
// Raylib standard attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Raylib standard uniforms
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
void main() {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}