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- // 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.
- attribute highp vec4 position;
- attribute mediump vec2 texcoord0;
- attribute mediump vec3 normal;
- uniform mediump mat4 mtx_worldview;
- uniform mediump mat4 mtx_view;
- uniform mediump mat4 mtx_proj;
- uniform mediump mat4 mtx_normal;
- varying mediump vec2 var_texcoord0;
- void main()
- {
- vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
- var_texcoord0 = texcoord0;
- gl_Position = mtx_proj * p;
- }
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