#version 430 layout (location=0) in vec3 position; layout (location=1) in vec2 texCoords; layout (location=2) in vec3 normals; uniform mat4 mv_matrix; uniform mat4 proj_matrix; out vec2 uv; mat4 buildTranslate(float x, float y, float z); mat4 buildRotateX(float rad); mat4 buildRotateY(float rad); mat4 buildRotateZ(float rad); void main(void) { gl_Position=proj_matrix*mv_matrix*vec4(position,1.0); uv=texCoords; } // builds and returns a translation matrix mat4 buildTranslate(float x, float y, float z) { mat4 trans = mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0 ); return trans; } // builds and returns a matrix that performs a rotation around the X axis mat4 buildRotateX(float rad) { mat4 xrot = mat4(1.0, 0.0, 0.0, 0.0, 0.0, cos(rad), -sin(rad), 0.0, 0.0, sin(rad), cos(rad), 0.0, 0.0, 0.0, 0.0, 1.0 ); return xrot; } // builds and returns a matrix that performs a rotation around the Y axis mat4 buildRotateY(float rad) { mat4 yrot = mat4(cos(rad), 0.0, sin(rad), 0.0, 0.0, 1.0, 0.0, 0.0, -sin(rad), 0.0, cos(rad), 0.0, 0.0, 0.0, 0.0, 1.0 ); return yrot; } // builds and returns a matrix that performs a rotation around the Z axis mat4 buildRotateZ(float rad) { mat4 zrot = mat4(cos(rad), -sin(rad), 0.0, 0.0, sin(rad), cos(rad), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); return zrot; } // builds and returns a scale matrix mat4 buildScale(float x, float y, float z) { mat4 scale = mat4(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0 ); return scale; }