call-0.2: shaders/vertex.glsl
#version 150
uniform mat4 projection;
uniform mat4 matrices[13];
uniform int level;
in vec3 in_Position;
in vec2 in_UV;
in vec3 in_Normal;
out vec2 texUV;
out vec3 normal;
out vec3 lightDir;
void main(void) {
mat4 model = mat4(1.0);
for(int i=0; i < level; i++)
{
model *= matrices[i];
}
gl_Position = projection * model * vec4(in_Position, 1.0);
texUV = in_UV;
normal = in_Normal;
lightDir = vec3(0.0, 0.0, 0.0);
}