30 lines
706 B
GLSL
30 lines
706 B
GLSL
#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform mat4 vp_matrix;
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uniform mat4 norm_matrix;
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uniform mat4 m_matrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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attribute vec3 a_normal;
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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void main()
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{
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// Calculate vertex position in screen space
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gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
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// Pass data to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_surfaceUV = a_texcoord;
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v_surfacePosition = vec3(norm_matrix * m_matrix * a_position);
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v_surfaceNormal = a_normal;
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}
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