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- precision highp float;
- attribute vec3 a_position;
- attribute vec3 a_normal;
- varying vec3 v_normal;
- uniform mat3 u_normalMatrix;
- uniform mat4 u_modelViewMatrix;
- uniform mat4 u_projectionMatrix;
- uniform mat4 u_light0Transform;
- varying vec3 v_light0Direction;
- attribute vec2 a_texcoord0;
- varying vec2 v_texcoord0;
- void main(void) {
- vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
- v_normal = normalize(u_normalMatrix * a_normal);
- v_light0Direction = normalize(mat3(u_light0Transform) * vec3(0.,0.,1.));
- v_texcoord0 = a_texcoord0;
- gl_Position = u_projectionMatrix * pos;
- }
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