#include "Uniforms.vert" #include "Transform.vert" #ifdef HWDEPTH varying vec2 vTexCoord; #else varying vec3 vTexCoord; #endif varying vec3 vNormal; #ifdef NORMALMAP varying vec3 vTangent; varying vec3 vBitangent; #endif void main() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); #ifdef HWDEPTH vTexCoord = GetTexCoord(iTexCoord); #else vTexCoord = vec3(GetTexCoord(iTexCoord), GetDepth(gl_Position)); #endif vNormal = GetWorldNormal(modelMatrix); #ifdef NORMALMAP vTangent = GetWorldTangent(modelMatrix); vBitangent = cross(vTangent, vNormal) * iTangent.w; #endif }