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- #version 100
- precision mediump float;
- // Input vertex attributes
- attribute vec3 vertexPosition;
- attribute vec3 vertexNormal;
- attribute vec4 vertexColor;
- // attribute vec2 vertexTexCoord;
- // Input uniform values
- uniform mat4 mvp;
- uniform mat4 matModel;
- uniform mat4 matNormal;
- // Output to fragment shader
- varying vec3 fragPosition;
- varying vec4 fragColor;
- varying vec3 fragNormal;
- void main()
- {
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
- fragColor = vertexColor;
- fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
- gl_Position = mvp*vec4(vertexPosition, 1.0);
- }
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