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- #version 140
- // Positions can be world or local space, since world and normal
- // matrices are identity for world vertex space materials.
- // If world vertex space is selected, you can remove the
- // normal matrix multiplication for optimal performance.
- in highp vec4 position;
- in mediump vec2 texcoord0;
- out highp vec4 var_position;
- out mediump vec2 var_texcoord0;
- uniform vs_uniforms
- {
- uniform mediump mat4 mtx_worldview;
- uniform mediump mat4 mtx_proj;
- uniform mediump mat4 mtx_view;
- };
- void main()
- {
- vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
- var_position = p;
- var_texcoord0 = texcoord0;
- gl_Position = mtx_proj * p;
- }
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