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Next, we must modify vertexcolvert.vs so that it accepts the vertex normal value and passes it onto the fragment shader: #version 330 core in vec3 position; in vec3 vertex_normal; uniform mat4 projection_mat; uniform mat4 view_mat; uniform mat4 model_mat; out vec3 normal; void main() { gl_Position = projection_mat * inverse(transpose(view_mat)) * transpose(model_mat) * vec4(position, 1); normal = mat3(transpose(model_mat)) * vertex_normal; }

   Next, we must modify vertexcolvert.vs so that it accepts the vertex normal value and passes it onto the fragment shader:
#version 330 core
in vec3 position;
in vec3 vertex_normal;
uniform mat4 projection_mat;
uniform mat4 view_mat;
uniform mat4 model_mat;
out vec3 normal;
void main()
{
gl_Position = projection_mat *
inverse(transpose(view_mat)) *
transpose(model_mat) *
vec4(position, 1);
normal = mat3(transpose(model_mat)) *
vertex_normal;
}
Show more…
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Penny de Byl 1st Edition
Chapter 18, Problem 3 ↓

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Next, we must modify vertexcolvert.vs so that it accepts the vertex normal value and passes it onto the fragment shader: #version 330 core in vec3 position; in vec3 vertex_normal; uniform mat4 projection_mat; uniform mat4 view_mat; uniform mat4 model_mat; out vec3 normal; void main() { gl_Position = projection_mat * inverse(transpose(view_mat)) * transpose(model_mat) * vec4(position, 1); normal = mat3(transpose(model_mat)) * vertex_normal; }
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