REVIEWED: Shaders formating to follow raylib code conventions

This commit is contained in:
Ray 2025-08-11 20:22:31 +02:00
commit 9b598f6bcf

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@ -13,12 +13,12 @@ uniform mat4 matProjection;
void main()
{
vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
fragPosition = worldPos.xyz;
fragTexCoord = vertexTexCoord;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalMatrix * vertexNormal;
fragNormal = normalMatrix*vertexNormal;
gl_Position = matProjection * matView * worldPos;
gl_Position = matProjection*matView*worldPos;
}