cube_vert.glsl 273 B

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  1. varying vec3 vWorldPosition;
  2. #include <common>
  3. #include <logdepthbuf_pars_vertex>
  4. void main() {
  5. vWorldPosition = transformDirection( position, modelMatrix );
  6. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  7. #include <logdepthbuf_vertex>
  8. }