lab4/terrain.vert
b23636c9
 #version 150
 
 in  vec3 inPosition;
 in  vec3 inNormal;
 in vec2 inTexCoord;
 out vec2 texCoord;
 
 // NY
 uniform mat4 projMatrix;
 uniform mat4 mdlMatrix;
 
 void main(void)
 {
 	mat3 normalMatrix1 = mat3(mdlMatrix);
 	texCoord = inTexCoord;
 	gl_Position = projMatrix * mdlMatrix * vec4(inPosition, 1.0);
 }