#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
out vec2 TexCoords;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform bool reverse_normals;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
vs_out.FragPos = vec3(model * vec4(position, 1.0));
if(reverse_normals) // A slight hack to make sure the outer large cube displays lighting from the 'inside' instead of the default 'outside'.
vs_out.Normal = transpose(inverse(mat3(model))) * (-1.0 * normal);
else
vs_out.Normal = transpose(inverse(mat3(model))) * normal;
vs_out.TexCoords = texCoords;
}
HI